vtable for Action Action::~Action() Action::~Action() Action::FirstContainedResponder() const Action::NextContainedResponder(INextBotEventResponder*) const Action::OnLeaveGround(CBaseEntity*) Action::OnLandOnGround(CBaseEntity*) Action::OnContact(CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(Path const*) Action::OnMoveToFailure(Path const*, MoveToFailureType) Action::OnStuck() Action::OnUnStuck() Action::OnPostureChanged() Action::OnAnimationActivityComplete(int) Action::OnAnimationActivityInterrupted(int) Action::OnAnimationEvent(animevent_t*) Action::OnIgnite() Action::OnInjured(CTakeDamageInfo const&) Action::OnKilled(CTakeDamageInfo const&) Action::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CBaseEntity*) Action::OnLostSight(CBaseEntity*) Action::OnSound(CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CNavArea*, CNavArea*) Action::OnModelChanged() Action::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CBaseEntity*) Action::OnActorEmoted(CBaseCombatCharacter*, int) Action::OnCommandAttack(CBaseEntity*) Action::OnCommandApproach(Vector const&, float) Action::OnCommandApproach(CBaseEntity*) Action::OnCommandRetreat(CBaseEntity*, float) Action::OnCommandPause(float) Action::OnCommandResume() Action::OnCommandString(char const*) Action::OnShoved(CBaseEntity*) Action::OnBlinded(CBaseEntity*) Action::OnTerritoryContested(int) Action::OnTerritoryCaptured(int) Action::OnTerritoryLost(int) Action::OnWin() Action::OnLose() (pure virtual function) Action::IsNamed(char const*) const Action::GetFullName() const Action::OnStart(CBotNPCArcher*, Action*) Action::Update(CBotNPCArcher*, float) Action::OnEnd(CBotNPCArcher*, Action*) Action::OnSuspend(CBotNPCArcher*, Action*) Action::OnResume(CBotNPCArcher*, Action*) Action::InitialContainedAction(CBotNPCArcher*) Action::OnLeaveGround(CBotNPCArcher*, CBaseEntity*) Action::OnLandOnGround(CBotNPCArcher*, CBaseEntity*) Action::OnContact(CBotNPCArcher*, CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(CBotNPCArcher*, Path const*) Action::OnMoveToFailure(CBotNPCArcher*, Path const*, MoveToFailureType) Action::OnStuck(CBotNPCArcher*) Action::OnUnStuck(CBotNPCArcher*) Action::OnPostureChanged(CBotNPCArcher*) Action::OnAnimationActivityComplete(CBotNPCArcher*, int) Action::OnAnimationActivityInterrupted(CBotNPCArcher*, int) Action::OnAnimationEvent(CBotNPCArcher*, animevent_t*) Action::OnIgnite(CBotNPCArcher*) Action::OnInjured(CBotNPCArcher*, CTakeDamageInfo const&) Action::OnKilled(CBotNPCArcher*, CTakeDamageInfo const&) Action::OnOtherKilled(CBotNPCArcher*, CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CBotNPCArcher*, CBaseEntity*) Action::OnLostSight(CBotNPCArcher*, CBaseEntity*) Action::OnSound(CBotNPCArcher*, CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CBotNPCArcher*, CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CBotNPCArcher*, CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CBotNPCArcher*, CNavArea*, CNavArea*) Action::OnModelChanged(CBotNPCArcher*) Action::OnPickUp(CBotNPCArcher*, CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CBotNPCArcher*, CBaseEntity*) Action::OnActorEmoted(CBotNPCArcher*, CBaseCombatCharacter*, int) Action::OnCommandAttack(CBotNPCArcher*, CBaseEntity*) Action::OnCommandApproach(CBotNPCArcher*, Vector const&, float) Action::OnCommandApproach(CBotNPCArcher*, CBaseEntity*) Action::OnCommandRetreat(CBotNPCArcher*, CBaseEntity*, float) Action::OnCommandPause(CBotNPCArcher*, float) Action::OnCommandResume(CBotNPCArcher*) Action::OnCommandString(CBotNPCArcher*, char const*) Action::OnShoved(CBotNPCArcher*, CBaseEntity*) Action::OnBlinded(CBotNPCArcher*, CBaseEntity*) Action::OnTerritoryContested(CBotNPCArcher*, int) Action::OnTerritoryCaptured(CBotNPCArcher*, int) Action::OnTerritoryLost(CBotNPCArcher*, int) Action::OnWin(CBotNPCArcher*) Action::OnLose(CBotNPCArcher*) Action::IsAbleToBlockMovementOf(INextBot const*) const vtable for Action Action::~Action() Action::~Action() Action::FirstContainedResponder() const Action::NextContainedResponder(INextBotEventResponder*) const Action::OnLeaveGround(CBaseEntity*) Action::OnLandOnGround(CBaseEntity*) Action::OnContact(CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(Path const*) Action::OnMoveToFailure(Path const*, MoveToFailureType) Action::OnStuck() Action::OnUnStuck() Action::OnPostureChanged() Action::OnAnimationActivityComplete(int) Action::OnAnimationActivityInterrupted(int) Action::OnAnimationEvent(animevent_t*) Action::OnIgnite() Action::OnInjured(CTakeDamageInfo const&) Action::OnKilled(CTakeDamageInfo const&) Action::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CBaseEntity*) Action::OnLostSight(CBaseEntity*) Action::OnSound(CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CNavArea*, CNavArea*) Action::OnModelChanged() Action::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CBaseEntity*) Action::OnActorEmoted(CBaseCombatCharacter*, int) Action::OnCommandAttack(CBaseEntity*) Action::OnCommandApproach(Vector const&, float) Action::OnCommandApproach(CBaseEntity*) Action::OnCommandRetreat(CBaseEntity*, float) Action::OnCommandPause(float) Action::OnCommandResume() Action::OnCommandString(char const*) Action::OnShoved(CBaseEntity*) Action::OnBlinded(CBaseEntity*) Action::OnTerritoryContested(int) Action::OnTerritoryCaptured(int) Action::OnTerritoryLost(int) Action::OnWin() Action::OnLose() (pure virtual function) Action::IsNamed(char const*) const Action::GetFullName() const Action::OnStart(CBotNPCDecoy*, Action*) Action::Update(CBotNPCDecoy*, float) Action::OnEnd(CBotNPCDecoy*, Action*) Action::OnSuspend(CBotNPCDecoy*, Action*) Action::OnResume(CBotNPCDecoy*, Action*) Action::InitialContainedAction(CBotNPCDecoy*) Action::OnLeaveGround(CBotNPCDecoy*, CBaseEntity*) Action::OnLandOnGround(CBotNPCDecoy*, CBaseEntity*) Action::OnContact(CBotNPCDecoy*, CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(CBotNPCDecoy*, Path const*) Action::OnMoveToFailure(CBotNPCDecoy*, Path const*, MoveToFailureType) Action::OnStuck(CBotNPCDecoy*) Action::OnUnStuck(CBotNPCDecoy*) Action::OnPostureChanged(CBotNPCDecoy*) Action::OnAnimationActivityComplete(CBotNPCDecoy*, int) Action::OnAnimationActivityInterrupted(CBotNPCDecoy*, int) Action::OnAnimationEvent(CBotNPCDecoy*, animevent_t*) Action::OnIgnite(CBotNPCDecoy*) Action::OnInjured(CBotNPCDecoy*, CTakeDamageInfo const&) Action::OnKilled(CBotNPCDecoy*, CTakeDamageInfo const&) Action::OnOtherKilled(CBotNPCDecoy*, CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CBotNPCDecoy*, CBaseEntity*) Action::OnLostSight(CBotNPCDecoy*, CBaseEntity*) Action::OnSound(CBotNPCDecoy*, CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CBotNPCDecoy*, CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CBotNPCDecoy*, CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CBotNPCDecoy*, CNavArea*, CNavArea*) Action::OnModelChanged(CBotNPCDecoy*) Action::OnPickUp(CBotNPCDecoy*, CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CBotNPCDecoy*, CBaseEntity*) Action::OnActorEmoted(CBotNPCDecoy*, CBaseCombatCharacter*, int) Action::OnCommandAttack(CBotNPCDecoy*, CBaseEntity*) Action::OnCommandApproach(CBotNPCDecoy*, Vector const&, float) Action::OnCommandApproach(CBotNPCDecoy*, CBaseEntity*) Action::OnCommandRetreat(CBotNPCDecoy*, CBaseEntity*, float) Action::OnCommandPause(CBotNPCDecoy*, float) Action::OnCommandResume(CBotNPCDecoy*) Action::OnCommandString(CBotNPCDecoy*, char const*) Action::OnShoved(CBotNPCDecoy*, CBaseEntity*) Action::OnBlinded(CBotNPCDecoy*, CBaseEntity*) Action::OnTerritoryContested(CBotNPCDecoy*, int) Action::OnTerritoryCaptured(CBotNPCDecoy*, int) Action::OnTerritoryLost(CBotNPCDecoy*, int) Action::OnWin(CBotNPCDecoy*) Action::OnLose(CBotNPCDecoy*) Action::IsAbleToBlockMovementOf(INextBot const*) const vtable for Action Action::~Action() Action::~Action() Action::FirstContainedResponder() const Action::NextContainedResponder(INextBotEventResponder*) const Action::OnLeaveGround(CBaseEntity*) Action::OnLandOnGround(CBaseEntity*) Action::OnContact(CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(Path const*) Action::OnMoveToFailure(Path const*, MoveToFailureType) Action::OnStuck() Action::OnUnStuck() Action::OnPostureChanged() Action::OnAnimationActivityComplete(int) Action::OnAnimationActivityInterrupted(int) Action::OnAnimationEvent(animevent_t*) Action::OnIgnite() Action::OnInjured(CTakeDamageInfo const&) Action::OnKilled(CTakeDamageInfo const&) Action::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CBaseEntity*) Action::OnLostSight(CBaseEntity*) Action::OnSound(CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CNavArea*, CNavArea*) Action::OnModelChanged() Action::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CBaseEntity*) Action::OnActorEmoted(CBaseCombatCharacter*, int) Action::OnCommandAttack(CBaseEntity*) Action::OnCommandApproach(Vector const&, float) Action::OnCommandApproach(CBaseEntity*) Action::OnCommandRetreat(CBaseEntity*, float) Action::OnCommandPause(float) Action::OnCommandResume() Action::OnCommandString(char const*) Action::OnShoved(CBaseEntity*) Action::OnBlinded(CBaseEntity*) Action::OnTerritoryContested(int) Action::OnTerritoryCaptured(int) Action::OnTerritoryLost(int) Action::OnWin() Action::OnLose() (pure virtual function) Action::IsNamed(char const*) const Action::GetFullName() const Action::OnStart(CEyeballBoss*, Action*) Action::Update(CEyeballBoss*, float) Action::OnEnd(CEyeballBoss*, Action*) Action::OnSuspend(CEyeballBoss*, Action*) Action::OnResume(CEyeballBoss*, Action*) Action::InitialContainedAction(CEyeballBoss*) Action::OnLeaveGround(CEyeballBoss*, CBaseEntity*) Action::OnLandOnGround(CEyeballBoss*, CBaseEntity*) Action::OnContact(CEyeballBoss*, CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(CEyeballBoss*, Path const*) Action::OnMoveToFailure(CEyeballBoss*, Path const*, MoveToFailureType) Action::OnStuck(CEyeballBoss*) Action::OnUnStuck(CEyeballBoss*) Action::OnPostureChanged(CEyeballBoss*) Action::OnAnimationActivityComplete(CEyeballBoss*, int) Action::OnAnimationActivityInterrupted(CEyeballBoss*, int) Action::OnAnimationEvent(CEyeballBoss*, animevent_t*) Action::OnIgnite(CEyeballBoss*) Action::OnInjured(CEyeballBoss*, CTakeDamageInfo const&) Action::OnKilled(CEyeballBoss*, CTakeDamageInfo const&) Action::OnOtherKilled(CEyeballBoss*, CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CEyeballBoss*, CBaseEntity*) Action::OnLostSight(CEyeballBoss*, CBaseEntity*) Action::OnSound(CEyeballBoss*, CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CEyeballBoss*, CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CEyeballBoss*, CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CEyeballBoss*, CNavArea*, CNavArea*) Action::OnModelChanged(CEyeballBoss*) Action::OnPickUp(CEyeballBoss*, CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CEyeballBoss*, CBaseEntity*) Action::OnActorEmoted(CEyeballBoss*, CBaseCombatCharacter*, int) Action::OnCommandAttack(CEyeballBoss*, CBaseEntity*) Action::OnCommandApproach(CEyeballBoss*, Vector const&, float) Action::OnCommandApproach(CEyeballBoss*, CBaseEntity*) Action::OnCommandRetreat(CEyeballBoss*, CBaseEntity*, float) Action::OnCommandPause(CEyeballBoss*, float) Action::OnCommandResume(CEyeballBoss*) Action::OnCommandString(CEyeballBoss*, char const*) Action::OnShoved(CEyeballBoss*, CBaseEntity*) Action::OnBlinded(CEyeballBoss*, CBaseEntity*) Action::OnTerritoryContested(CEyeballBoss*, int) Action::OnTerritoryCaptured(CEyeballBoss*, int) Action::OnTerritoryLost(CEyeballBoss*, int) Action::OnWin(CEyeballBoss*) Action::OnLose(CEyeballBoss*) Action::IsAbleToBlockMovementOf(INextBot const*) const vtable for Action Action::~Action() Action::~Action() Action::FirstContainedResponder() const Action::NextContainedResponder(INextBotEventResponder*) const Action::OnLeaveGround(CBaseEntity*) Action::OnLandOnGround(CBaseEntity*) Action::OnContact(CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(Path const*) Action::OnMoveToFailure(Path const*, MoveToFailureType) Action::OnStuck() Action::OnUnStuck() Action::OnPostureChanged() Action::OnAnimationActivityComplete(int) Action::OnAnimationActivityInterrupted(int) Action::OnAnimationEvent(animevent_t*) Action::OnIgnite() Action::OnInjured(CTakeDamageInfo const&) Action::OnKilled(CTakeDamageInfo const&) Action::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CBaseEntity*) Action::OnLostSight(CBaseEntity*) Action::OnSound(CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CNavArea*, CNavArea*) Action::OnModelChanged() Action::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CBaseEntity*) Action::OnActorEmoted(CBaseCombatCharacter*, int) Action::OnCommandAttack(CBaseEntity*) Action::OnCommandApproach(Vector const&, float) Action::OnCommandApproach(CBaseEntity*) Action::OnCommandRetreat(CBaseEntity*, float) Action::OnCommandPause(float) Action::OnCommandResume() Action::OnCommandString(char const*) Action::OnShoved(CBaseEntity*) Action::OnBlinded(CBaseEntity*) Action::OnTerritoryContested(int) Action::OnTerritoryCaptured(int) Action::OnTerritoryLost(int) Action::OnWin() Action::OnLose() (pure virtual function) Action::IsNamed(char const*) const Action::GetFullName() const Action::OnStart(CGhost*, Action*) Action::Update(CGhost*, float) Action::OnEnd(CGhost*, Action*) Action::OnSuspend(CGhost*, Action*) Action::OnResume(CGhost*, Action*) Action::InitialContainedAction(CGhost*) Action::OnLeaveGround(CGhost*, CBaseEntity*) Action::OnLandOnGround(CGhost*, CBaseEntity*) Action::OnContact(CGhost*, CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(CGhost*, Path const*) Action::OnMoveToFailure(CGhost*, Path const*, MoveToFailureType) Action::OnStuck(CGhost*) Action::OnUnStuck(CGhost*) Action::OnPostureChanged(CGhost*) Action::OnAnimationActivityComplete(CGhost*, int) Action::OnAnimationActivityInterrupted(CGhost*, int) Action::OnAnimationEvent(CGhost*, animevent_t*) Action::OnIgnite(CGhost*) Action::OnInjured(CGhost*, CTakeDamageInfo const&) Action::OnKilled(CGhost*, CTakeDamageInfo const&) Action::OnOtherKilled(CGhost*, CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CGhost*, CBaseEntity*) Action::OnLostSight(CGhost*, CBaseEntity*) Action::OnSound(CGhost*, CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CGhost*, CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CGhost*, CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CGhost*, CNavArea*, CNavArea*) Action::OnModelChanged(CGhost*) Action::OnPickUp(CGhost*, CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CGhost*, CBaseEntity*) Action::OnActorEmoted(CGhost*, CBaseCombatCharacter*, int) Action::OnCommandAttack(CGhost*, CBaseEntity*) Action::OnCommandApproach(CGhost*, Vector const&, float) Action::OnCommandApproach(CGhost*, CBaseEntity*) Action::OnCommandRetreat(CGhost*, CBaseEntity*, float) Action::OnCommandPause(CGhost*, float) Action::OnCommandResume(CGhost*) Action::OnCommandString(CGhost*, char const*) Action::OnShoved(CGhost*, CBaseEntity*) Action::OnBlinded(CGhost*, CBaseEntity*) Action::OnTerritoryContested(CGhost*, int) Action::OnTerritoryCaptured(CGhost*, int) Action::OnTerritoryLost(CGhost*, int) Action::OnWin(CGhost*) Action::OnLose(CGhost*) Action::IsAbleToBlockMovementOf(INextBot const*) const vtable for Action Action::~Action() Action::~Action() Action::FirstContainedResponder() const Action::NextContainedResponder(INextBotEventResponder*) const Action::OnLeaveGround(CBaseEntity*) Action::OnLandOnGround(CBaseEntity*) Action::OnContact(CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(Path const*) Action::OnMoveToFailure(Path const*, MoveToFailureType) Action::OnStuck() Action::OnUnStuck() Action::OnPostureChanged() Action::OnAnimationActivityComplete(int) Action::OnAnimationActivityInterrupted(int) Action::OnAnimationEvent(animevent_t*) Action::OnIgnite() Action::OnInjured(CTakeDamageInfo const&) Action::OnKilled(CTakeDamageInfo const&) Action::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CBaseEntity*) Action::OnLostSight(CBaseEntity*) Action::OnSound(CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CNavArea*, CNavArea*) Action::OnModelChanged() Action::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CBaseEntity*) Action::OnActorEmoted(CBaseCombatCharacter*, int) Action::OnCommandAttack(CBaseEntity*) Action::OnCommandApproach(Vector const&, float) Action::OnCommandApproach(CBaseEntity*) Action::OnCommandRetreat(CBaseEntity*, float) Action::OnCommandPause(float) Action::OnCommandResume() Action::OnCommandString(char const*) Action::OnShoved(CBaseEntity*) Action::OnBlinded(CBaseEntity*) Action::OnTerritoryContested(int) Action::OnTerritoryCaptured(int) Action::OnTerritoryLost(int) Action::OnWin() Action::OnLose() (pure virtual function) Action::IsNamed(char const*) const Action::GetFullName() const Action::OnStart(CHeadlessHatman*, Action*) Action::Update(CHeadlessHatman*, float) Action::OnEnd(CHeadlessHatman*, Action*) Action::OnSuspend(CHeadlessHatman*, Action*) Action::OnResume(CHeadlessHatman*, Action*) Action::InitialContainedAction(CHeadlessHatman*) Action::OnLeaveGround(CHeadlessHatman*, CBaseEntity*) Action::OnLandOnGround(CHeadlessHatman*, CBaseEntity*) Action::OnContact(CHeadlessHatman*, CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(CHeadlessHatman*, Path const*) Action::OnMoveToFailure(CHeadlessHatman*, Path const*, MoveToFailureType) Action::OnStuck(CHeadlessHatman*) Action::OnUnStuck(CHeadlessHatman*) Action::OnPostureChanged(CHeadlessHatman*) Action::OnAnimationActivityComplete(CHeadlessHatman*, int) Action::OnAnimationActivityInterrupted(CHeadlessHatman*, int) Action::OnAnimationEvent(CHeadlessHatman*, animevent_t*) Action::OnIgnite(CHeadlessHatman*) Action::OnInjured(CHeadlessHatman*, CTakeDamageInfo const&) Action::OnKilled(CHeadlessHatman*, CTakeDamageInfo const&) Action::OnOtherKilled(CHeadlessHatman*, CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CHeadlessHatman*, CBaseEntity*) Action::OnLostSight(CHeadlessHatman*, CBaseEntity*) Action::OnSound(CHeadlessHatman*, CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CHeadlessHatman*, CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CHeadlessHatman*, CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CHeadlessHatman*, CNavArea*, CNavArea*) Action::OnModelChanged(CHeadlessHatman*) Action::OnPickUp(CHeadlessHatman*, CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CHeadlessHatman*, CBaseEntity*) Action::OnActorEmoted(CHeadlessHatman*, CBaseCombatCharacter*, int) Action::OnCommandAttack(CHeadlessHatman*, CBaseEntity*) Action::OnCommandApproach(CHeadlessHatman*, Vector const&, float) Action::OnCommandApproach(CHeadlessHatman*, CBaseEntity*) Action::OnCommandRetreat(CHeadlessHatman*, CBaseEntity*, float) Action::OnCommandPause(CHeadlessHatman*, float) Action::OnCommandResume(CHeadlessHatman*) Action::OnCommandString(CHeadlessHatman*, char const*) Action::OnShoved(CHeadlessHatman*, CBaseEntity*) Action::OnBlinded(CHeadlessHatman*, CBaseEntity*) Action::OnTerritoryContested(CHeadlessHatman*, int) Action::OnTerritoryCaptured(CHeadlessHatman*, int) Action::OnTerritoryLost(CHeadlessHatman*, int) Action::OnWin(CHeadlessHatman*) Action::OnLose(CHeadlessHatman*) Action::IsAbleToBlockMovementOf(INextBot const*) const vtable for Action Action::~Action() Action::~Action() Action::FirstContainedResponder() const Action::NextContainedResponder(INextBotEventResponder*) const Action::OnLeaveGround(CBaseEntity*) Action::OnLandOnGround(CBaseEntity*) Action::OnContact(CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(Path const*) Action::OnMoveToFailure(Path const*, MoveToFailureType) Action::OnStuck() Action::OnUnStuck() Action::OnPostureChanged() Action::OnAnimationActivityComplete(int) Action::OnAnimationActivityInterrupted(int) Action::OnAnimationEvent(animevent_t*) Action::OnIgnite() Action::OnInjured(CTakeDamageInfo const&) Action::OnKilled(CTakeDamageInfo const&) Action::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CBaseEntity*) Action::OnLostSight(CBaseEntity*) Action::OnSound(CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CNavArea*, CNavArea*) Action::OnModelChanged() Action::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CBaseEntity*) Action::OnActorEmoted(CBaseCombatCharacter*, int) Action::OnCommandAttack(CBaseEntity*) Action::OnCommandApproach(Vector const&, float) Action::OnCommandApproach(CBaseEntity*) Action::OnCommandRetreat(CBaseEntity*, float) Action::OnCommandPause(float) Action::OnCommandResume() Action::OnCommandString(char const*) Action::OnShoved(CBaseEntity*) Action::OnBlinded(CBaseEntity*) Action::OnTerritoryContested(int) Action::OnTerritoryCaptured(int) Action::OnTerritoryLost(int) Action::OnWin() Action::OnLose() (pure virtual function) Action::IsNamed(char const*) const Action::GetFullName() const Action::OnStart(CMerasmus*, Action*) Action::Update(CMerasmus*, float) Action::OnEnd(CMerasmus*, Action*) Action::OnSuspend(CMerasmus*, Action*) Action::OnResume(CMerasmus*, Action*) Action::InitialContainedAction(CMerasmus*) Action::OnLeaveGround(CMerasmus*, CBaseEntity*) Action::OnLandOnGround(CMerasmus*, CBaseEntity*) Action::OnContact(CMerasmus*, CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(CMerasmus*, Path const*) Action::OnMoveToFailure(CMerasmus*, Path const*, MoveToFailureType) Action::OnStuck(CMerasmus*) Action::OnUnStuck(CMerasmus*) Action::OnPostureChanged(CMerasmus*) Action::OnAnimationActivityComplete(CMerasmus*, int) Action::OnAnimationActivityInterrupted(CMerasmus*, int) Action::OnAnimationEvent(CMerasmus*, animevent_t*) Action::OnIgnite(CMerasmus*) Action::OnInjured(CMerasmus*, CTakeDamageInfo const&) Action::OnKilled(CMerasmus*, CTakeDamageInfo const&) Action::OnOtherKilled(CMerasmus*, CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CMerasmus*, CBaseEntity*) Action::OnLostSight(CMerasmus*, CBaseEntity*) Action::OnSound(CMerasmus*, CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CMerasmus*, CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CMerasmus*, CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CMerasmus*, CNavArea*, CNavArea*) Action::OnModelChanged(CMerasmus*) Action::OnPickUp(CMerasmus*, CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CMerasmus*, CBaseEntity*) Action::OnActorEmoted(CMerasmus*, CBaseCombatCharacter*, int) Action::OnCommandAttack(CMerasmus*, CBaseEntity*) Action::OnCommandApproach(CMerasmus*, Vector const&, float) Action::OnCommandApproach(CMerasmus*, CBaseEntity*) Action::OnCommandRetreat(CMerasmus*, CBaseEntity*, float) Action::OnCommandPause(CMerasmus*, float) Action::OnCommandResume(CMerasmus*) Action::OnCommandString(CMerasmus*, char const*) Action::OnShoved(CMerasmus*, CBaseEntity*) Action::OnBlinded(CMerasmus*, CBaseEntity*) Action::OnTerritoryContested(CMerasmus*, int) Action::OnTerritoryCaptured(CMerasmus*, int) Action::OnTerritoryLost(CMerasmus*, int) Action::OnWin(CMerasmus*) Action::OnLose(CMerasmus*) Action::IsAbleToBlockMovementOf(INextBot const*) const vtable for Action Action::~Action() Action::~Action() Action::FirstContainedResponder() const Action::NextContainedResponder(INextBotEventResponder*) const Action::OnLeaveGround(CBaseEntity*) Action::OnLandOnGround(CBaseEntity*) Action::OnContact(CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(Path const*) Action::OnMoveToFailure(Path const*, MoveToFailureType) Action::OnStuck() Action::OnUnStuck() Action::OnPostureChanged() Action::OnAnimationActivityComplete(int) Action::OnAnimationActivityInterrupted(int) Action::OnAnimationEvent(animevent_t*) Action::OnIgnite() Action::OnInjured(CTakeDamageInfo const&) Action::OnKilled(CTakeDamageInfo const&) Action::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CBaseEntity*) Action::OnLostSight(CBaseEntity*) Action::OnSound(CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CNavArea*, CNavArea*) Action::OnModelChanged() Action::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CBaseEntity*) Action::OnActorEmoted(CBaseCombatCharacter*, int) Action::OnCommandAttack(CBaseEntity*) Action::OnCommandApproach(Vector const&, float) Action::OnCommandApproach(CBaseEntity*) Action::OnCommandRetreat(CBaseEntity*, float) Action::OnCommandPause(float) Action::OnCommandResume() Action::OnCommandString(char const*) Action::OnShoved(CBaseEntity*) Action::OnBlinded(CBaseEntity*) Action::OnTerritoryContested(int) Action::OnTerritoryCaptured(int) Action::OnTerritoryLost(int) Action::OnWin() Action::OnLose() (pure virtual function) Action::IsNamed(char const*) const Action::GetFullName() const Action::OnStart(CSimpleBot*, Action*) Action::Update(CSimpleBot*, float) Action::OnEnd(CSimpleBot*, Action*) Action::OnSuspend(CSimpleBot*, Action*) Action::OnResume(CSimpleBot*, Action*) Action::InitialContainedAction(CSimpleBot*) Action::OnLeaveGround(CSimpleBot*, CBaseEntity*) Action::OnLandOnGround(CSimpleBot*, CBaseEntity*) Action::OnContact(CSimpleBot*, CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(CSimpleBot*, Path const*) Action::OnMoveToFailure(CSimpleBot*, Path const*, MoveToFailureType) Action::OnStuck(CSimpleBot*) Action::OnUnStuck(CSimpleBot*) Action::OnPostureChanged(CSimpleBot*) Action::OnAnimationActivityComplete(CSimpleBot*, int) Action::OnAnimationActivityInterrupted(CSimpleBot*, int) Action::OnAnimationEvent(CSimpleBot*, animevent_t*) Action::OnIgnite(CSimpleBot*) Action::OnInjured(CSimpleBot*, CTakeDamageInfo const&) Action::OnKilled(CSimpleBot*, CTakeDamageInfo const&) Action::OnOtherKilled(CSimpleBot*, CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CSimpleBot*, CBaseEntity*) Action::OnLostSight(CSimpleBot*, CBaseEntity*) Action::OnSound(CSimpleBot*, CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CSimpleBot*, CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CSimpleBot*, CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CSimpleBot*, CNavArea*, CNavArea*) Action::OnModelChanged(CSimpleBot*) Action::OnPickUp(CSimpleBot*, CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CSimpleBot*, CBaseEntity*) Action::OnActorEmoted(CSimpleBot*, CBaseCombatCharacter*, int) Action::OnCommandAttack(CSimpleBot*, CBaseEntity*) Action::OnCommandApproach(CSimpleBot*, Vector const&, float) Action::OnCommandApproach(CSimpleBot*, CBaseEntity*) Action::OnCommandRetreat(CSimpleBot*, CBaseEntity*, float) Action::OnCommandPause(CSimpleBot*, float) Action::OnCommandResume(CSimpleBot*) Action::OnCommandString(CSimpleBot*, char const*) Action::OnShoved(CSimpleBot*, CBaseEntity*) Action::OnBlinded(CSimpleBot*, CBaseEntity*) Action::OnTerritoryContested(CSimpleBot*, int) Action::OnTerritoryCaptured(CSimpleBot*, int) Action::OnTerritoryLost(CSimpleBot*, int) Action::OnWin(CSimpleBot*) Action::OnLose(CSimpleBot*) Action::IsAbleToBlockMovementOf(INextBot const*) const vtable for Action Action::~Action() Action::~Action() Action::FirstContainedResponder() const Action::NextContainedResponder(INextBotEventResponder*) const Action::OnLeaveGround(CBaseEntity*) Action::OnLandOnGround(CBaseEntity*) Action::OnContact(CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(Path const*) Action::OnMoveToFailure(Path const*, MoveToFailureType) Action::OnStuck() Action::OnUnStuck() Action::OnPostureChanged() Action::OnAnimationActivityComplete(int) Action::OnAnimationActivityInterrupted(int) Action::OnAnimationEvent(animevent_t*) Action::OnIgnite() Action::OnInjured(CTakeDamageInfo const&) Action::OnKilled(CTakeDamageInfo const&) Action::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CBaseEntity*) Action::OnLostSight(CBaseEntity*) Action::OnSound(CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CNavArea*, CNavArea*) Action::OnModelChanged() Action::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CBaseEntity*) Action::OnActorEmoted(CBaseCombatCharacter*, int) Action::OnCommandAttack(CBaseEntity*) Action::OnCommandApproach(Vector const&, float) Action::OnCommandApproach(CBaseEntity*) Action::OnCommandRetreat(CBaseEntity*, float) Action::OnCommandPause(float) Action::OnCommandResume() Action::OnCommandString(char const*) Action::OnShoved(CBaseEntity*) Action::OnBlinded(CBaseEntity*) Action::OnTerritoryContested(int) Action::OnTerritoryCaptured(int) Action::OnTerritoryLost(int) Action::OnWin() Action::OnLose() (pure virtual function) Action::IsNamed(char const*) const Action::GetFullName() const Action::OnStart(CTFBot*, Action*) Action::Update(CTFBot*, float) Action::OnEnd(CTFBot*, Action*) Action::OnSuspend(CTFBot*, Action*) Action::OnResume(CTFBot*, Action*) Action::InitialContainedAction(CTFBot*) Action::OnLeaveGround(CTFBot*, CBaseEntity*) Action::OnLandOnGround(CTFBot*, CBaseEntity*) Action::OnContact(CTFBot*, CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(CTFBot*, Path const*) Action::OnMoveToFailure(CTFBot*, Path const*, MoveToFailureType) Action::OnStuck(CTFBot*) Action::OnUnStuck(CTFBot*) Action::OnPostureChanged(CTFBot*) Action::OnAnimationActivityComplete(CTFBot*, int) Action::OnAnimationActivityInterrupted(CTFBot*, int) Action::OnAnimationEvent(CTFBot*, animevent_t*) Action::OnIgnite(CTFBot*) Action::OnInjured(CTFBot*, CTakeDamageInfo const&) Action::OnKilled(CTFBot*, CTakeDamageInfo const&) Action::OnOtherKilled(CTFBot*, CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CTFBot*, CBaseEntity*) Action::OnLostSight(CTFBot*, CBaseEntity*) Action::OnSound(CTFBot*, CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CTFBot*, CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CTFBot*, CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CTFBot*, CNavArea*, CNavArea*) Action::OnModelChanged(CTFBot*) Action::OnPickUp(CTFBot*, CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CTFBot*, CBaseEntity*) Action::OnActorEmoted(CTFBot*, CBaseCombatCharacter*, int) Action::OnCommandAttack(CTFBot*, CBaseEntity*) Action::OnCommandApproach(CTFBot*, Vector const&, float) Action::OnCommandApproach(CTFBot*, CBaseEntity*) Action::OnCommandRetreat(CTFBot*, CBaseEntity*, float) Action::OnCommandPause(CTFBot*, float) Action::OnCommandResume(CTFBot*) Action::OnCommandString(CTFBot*, char const*) Action::OnShoved(CTFBot*, CBaseEntity*) Action::OnBlinded(CTFBot*, CBaseEntity*) Action::OnTerritoryContested(CTFBot*, int) Action::OnTerritoryCaptured(CTFBot*, int) Action::OnTerritoryLost(CTFBot*, int) Action::OnWin(CTFBot*) Action::OnLose(CTFBot*) Action::IsAbleToBlockMovementOf(INextBot const*) const vtable for Action Action::~Action() Action::~Action() Action::FirstContainedResponder() const Action::NextContainedResponder(INextBotEventResponder*) const Action::OnLeaveGround(CBaseEntity*) Action::OnLandOnGround(CBaseEntity*) Action::OnContact(CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(Path const*) Action::OnMoveToFailure(Path const*, MoveToFailureType) Action::OnStuck() Action::OnUnStuck() Action::OnPostureChanged() Action::OnAnimationActivityComplete(int) Action::OnAnimationActivityInterrupted(int) Action::OnAnimationEvent(animevent_t*) Action::OnIgnite() Action::OnInjured(CTakeDamageInfo const&) Action::OnKilled(CTakeDamageInfo const&) Action::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CBaseEntity*) Action::OnLostSight(CBaseEntity*) Action::OnSound(CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CNavArea*, CNavArea*) Action::OnModelChanged() Action::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CBaseEntity*) Action::OnActorEmoted(CBaseCombatCharacter*, int) Action::OnCommandAttack(CBaseEntity*) Action::OnCommandApproach(Vector const&, float) Action::OnCommandApproach(CBaseEntity*) Action::OnCommandRetreat(CBaseEntity*, float) Action::OnCommandPause(float) Action::OnCommandResume() Action::OnCommandString(char const*) Action::OnShoved(CBaseEntity*) Action::OnBlinded(CBaseEntity*) Action::OnTerritoryContested(int) Action::OnTerritoryCaptured(int) Action::OnTerritoryLost(int) Action::OnWin() Action::OnLose() (pure virtual function) Action::IsNamed(char const*) const Action::GetFullName() const Action::OnStart(CTFRobotDestruction_Robot*, Action*) Action::Update(CTFRobotDestruction_Robot*, float) Action::OnEnd(CTFRobotDestruction_Robot*, Action*) Action::OnSuspend(CTFRobotDestruction_Robot*, Action*) Action::OnResume(CTFRobotDestruction_Robot*, Action*) Action::InitialContainedAction(CTFRobotDestruction_Robot*) Action::OnLeaveGround(CTFRobotDestruction_Robot*, CBaseEntity*) Action::OnLandOnGround(CTFRobotDestruction_Robot*, CBaseEntity*) Action::OnContact(CTFRobotDestruction_Robot*, CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(CTFRobotDestruction_Robot*, Path const*) Action::OnMoveToFailure(CTFRobotDestruction_Robot*, Path const*, MoveToFailureType) Action::OnStuck(CTFRobotDestruction_Robot*) Action::OnUnStuck(CTFRobotDestruction_Robot*) Action::OnPostureChanged(CTFRobotDestruction_Robot*) Action::OnAnimationActivityComplete(CTFRobotDestruction_Robot*, int) Action::OnAnimationActivityInterrupted(CTFRobotDestruction_Robot*, int) Action::OnAnimationEvent(CTFRobotDestruction_Robot*, animevent_t*) Action::OnIgnite(CTFRobotDestruction_Robot*) Action::OnInjured(CTFRobotDestruction_Robot*, CTakeDamageInfo const&) Action::OnKilled(CTFRobotDestruction_Robot*, CTakeDamageInfo const&) Action::OnOtherKilled(CTFRobotDestruction_Robot*, CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CTFRobotDestruction_Robot*, CBaseEntity*) Action::OnLostSight(CTFRobotDestruction_Robot*, CBaseEntity*) Action::OnSound(CTFRobotDestruction_Robot*, CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CTFRobotDestruction_Robot*, CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CTFRobotDestruction_Robot*, CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CTFRobotDestruction_Robot*, CNavArea*, CNavArea*) Action::OnModelChanged(CTFRobotDestruction_Robot*) Action::OnPickUp(CTFRobotDestruction_Robot*, CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CTFRobotDestruction_Robot*, CBaseEntity*) Action::OnActorEmoted(CTFRobotDestruction_Robot*, CBaseCombatCharacter*, int) Action::OnCommandAttack(CTFRobotDestruction_Robot*, CBaseEntity*) Action::OnCommandApproach(CTFRobotDestruction_Robot*, Vector const&, float) Action::OnCommandApproach(CTFRobotDestruction_Robot*, CBaseEntity*) Action::OnCommandRetreat(CTFRobotDestruction_Robot*, CBaseEntity*, float) Action::OnCommandPause(CTFRobotDestruction_Robot*, float) Action::OnCommandResume(CTFRobotDestruction_Robot*) Action::OnCommandString(CTFRobotDestruction_Robot*, char const*) Action::OnShoved(CTFRobotDestruction_Robot*, CBaseEntity*) Action::OnBlinded(CTFRobotDestruction_Robot*, CBaseEntity*) Action::OnTerritoryContested(CTFRobotDestruction_Robot*, int) Action::OnTerritoryCaptured(CTFRobotDestruction_Robot*, int) Action::OnTerritoryLost(CTFRobotDestruction_Robot*, int) Action::OnWin(CTFRobotDestruction_Robot*) Action::OnLose(CTFRobotDestruction_Robot*) Action::IsAbleToBlockMovementOf(INextBot const*) const vtable for Action Action::~Action() Action::~Action() Action::FirstContainedResponder() const Action::NextContainedResponder(INextBotEventResponder*) const Action::OnLeaveGround(CBaseEntity*) Action::OnLandOnGround(CBaseEntity*) Action::OnContact(CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(Path const*) Action::OnMoveToFailure(Path const*, MoveToFailureType) Action::OnStuck() Action::OnUnStuck() Action::OnPostureChanged() Action::OnAnimationActivityComplete(int) Action::OnAnimationActivityInterrupted(int) Action::OnAnimationEvent(animevent_t*) Action::OnIgnite() Action::OnInjured(CTakeDamageInfo const&) Action::OnKilled(CTakeDamageInfo const&) Action::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CBaseEntity*) Action::OnLostSight(CBaseEntity*) Action::OnSound(CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CNavArea*, CNavArea*) Action::OnModelChanged() Action::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CBaseEntity*) Action::OnActorEmoted(CBaseCombatCharacter*, int) Action::OnCommandAttack(CBaseEntity*) Action::OnCommandApproach(Vector const&, float) Action::OnCommandApproach(CBaseEntity*) Action::OnCommandRetreat(CBaseEntity*, float) Action::OnCommandPause(float) Action::OnCommandResume() Action::OnCommandString(char const*) Action::OnShoved(CBaseEntity*) Action::OnBlinded(CBaseEntity*) Action::OnTerritoryContested(int) Action::OnTerritoryCaptured(int) Action::OnTerritoryLost(int) Action::OnWin() Action::OnLose() (pure virtual function) Action::IsNamed(char const*) const Action::GetFullName() const Action::OnStart(CZombie*, Action*) Action::Update(CZombie*, float) Action::OnEnd(CZombie*, Action*) Action::OnSuspend(CZombie*, Action*) Action::OnResume(CZombie*, Action*) Action::InitialContainedAction(CZombie*) Action::OnLeaveGround(CZombie*, CBaseEntity*) Action::OnLandOnGround(CZombie*, CBaseEntity*) Action::OnContact(CZombie*, CBaseEntity*, CGameTrace*) Action::OnMoveToSuccess(CZombie*, Path const*) Action::OnMoveToFailure(CZombie*, Path const*, MoveToFailureType) Action::OnStuck(CZombie*) Action::OnUnStuck(CZombie*) Action::OnPostureChanged(CZombie*) Action::OnAnimationActivityComplete(CZombie*, int) Action::OnAnimationActivityInterrupted(CZombie*, int) Action::OnAnimationEvent(CZombie*, animevent_t*) Action::OnIgnite(CZombie*) Action::OnInjured(CZombie*, CTakeDamageInfo const&) Action::OnKilled(CZombie*, CTakeDamageInfo const&) Action::OnOtherKilled(CZombie*, CBaseCombatCharacter*, CTakeDamageInfo const&) Action::OnSight(CZombie*, CBaseEntity*) Action::OnLostSight(CZombie*, CBaseEntity*) Action::OnSound(CZombie*, CBaseEntity*, Vector const&, KeyValues*) Action::OnSpokeConcept(CZombie*, CBaseCombatCharacter*, char const*, AI_Response*) Action::OnWeaponFired(CZombie*, CBaseCombatCharacter*, CBaseCombatWeapon*) Action::OnNavAreaChanged(CZombie*, CNavArea*, CNavArea*) Action::OnModelChanged(CZombie*) Action::OnPickUp(CZombie*, CBaseEntity*, CBaseCombatCharacter*) Action::OnDrop(CZombie*, CBaseEntity*) Action::OnActorEmoted(CZombie*, CBaseCombatCharacter*, int) Action::OnCommandAttack(CZombie*, CBaseEntity*) Action::OnCommandApproach(CZombie*, Vector const&, float) Action::OnCommandApproach(CZombie*, CBaseEntity*) Action::OnCommandRetreat(CZombie*, CBaseEntity*, float) Action::OnCommandPause(CZombie*, float) Action::OnCommandResume(CZombie*) Action::OnCommandString(CZombie*, char const*) Action::OnShoved(CZombie*, CBaseEntity*) Action::OnBlinded(CZombie*, CBaseEntity*) Action::OnTerritoryContested(CZombie*, int) Action::OnTerritoryCaptured(CZombie*, int) Action::OnTerritoryLost(CZombie*, int) Action::OnWin(CZombie*) Action::OnLose(CZombie*) Action::IsAbleToBlockMovementOf(INextBot const*) const vtable for Base32DecoderTKS Base32DecoderTKS::~Base32DecoderTKS() Base32DecoderTKS::~Base32DecoderTKS() CryptoPP::Clonable::Clone() const CryptoPP::Algorithm::AlgorithmName() const CryptoPP::BufferedTransformation::CreatePutSpace(unsigned int&) CryptoPP::BufferedTransformation::CanModifyInput() const CryptoPP::BaseN_Decoder::Put2(unsigned char const*, unsigned int, int, bool) CryptoPP::BufferedTransformation::PutModifiable2(unsigned char*, unsigned int, int, bool) CryptoPP::BufferedTransformation::GetMaxWaitObjectCount() const CryptoPP::BufferedTransformation::GetWaitObjects(CryptoPP::WaitObjectContainer&, CryptoPP::CallStack const&) CryptoPP::Base32Decoder::IsolatedInitialize(CryptoPP::NameValuePairs const&) CryptoPP::Unflushable::IsolatedFlush(bool, bool) CryptoPP::BufferedTransformation::IsolatedMessageSeriesEnd(bool) CryptoPP::Filter::Initialize(CryptoPP::NameValuePairs const&, int) CryptoPP::Unflushable::Flush(bool, int, bool) CryptoPP::Filter::MessageSeriesEnd(int, bool) CryptoPP::BufferedTransformation::SetAutoSignalPropagation(int) CryptoPP::BufferedTransformation::GetAutoSignalPropagation() const CryptoPP::BufferedTransformation::MaxRetrievable() const CryptoPP::BufferedTransformation::AnyRetrievable() const CryptoPP::BufferedTransformation::Get(unsigned char&) CryptoPP::BufferedTransformation::Get(unsigned char*, unsigned int) CryptoPP::BufferedTransformation::Peek(unsigned char&) const CryptoPP::BufferedTransformation::Peek(unsigned char*, unsigned int) const CryptoPP::BufferedTransformation::Skip(unsigned long long) CryptoPP::BufferedTransformation::TotalBytesRetrievable() const CryptoPP::BufferedTransformation::NumberOfMessages() const CryptoPP::BufferedTransformation::AnyMessages() const CryptoPP::BufferedTransformation::GetNextMessage() CryptoPP::BufferedTransformation::SkipMessages(unsigned int) CryptoPP::BufferedTransformation::SkipAll() CryptoPP::BufferedTransformation::GetNextMessageSeries() CryptoPP::BufferedTransformation::NumberOfMessagesInThisSeries() const CryptoPP::BufferedTransformation::NumberOfMessageSeries() const CryptoPP::Filter::TransferTo2(CryptoPP::BufferedTransformation&, unsigned long long&, std::string const&, bool) CryptoPP::Filter::CopyRangeTo2(CryptoPP::BufferedTransformation&, unsigned long long&, unsigned long long, std::string const&, bool) const CryptoPP::BufferedTransformation::ChannelCreatePutSpace(std::string const&, unsigned int&) CryptoPP::BufferedTransformation::ChannelPut2(std::string const&, unsigned char const*, unsigned int, int, bool) CryptoPP::BufferedTransformation::ChannelPutModifiable2(std::string const&, unsigned char*, unsigned int, int, bool) CryptoPP::Unflushable::ChannelFlush(std::string const&, bool, int, bool) CryptoPP::BufferedTransformation::ChannelMessageSeriesEnd(std::string const&, int, bool) CryptoPP::BufferedTransformation::SetRetrievalChannel(std::string const&) CryptoPP::Filter::Attachable() CryptoPP::Filter::AttachedTransformation() CryptoPP::Filter::AttachedTransformation() const CryptoPP::Filter::Detach(CryptoPP::BufferedTransformation*) CryptoPP::BufferedTransformation::Attach(CryptoPP::BufferedTransformation*) CryptoPP::Filter::NewDefaultAttachment() const CryptoPP::Filter::ShouldPropagateMessageEnd() const CryptoPP::Filter::ShouldPropagateMessageSeriesEnd() const CryptoPP::Unflushable::InputBufferIsEmpty() const vtable for Behavior Behavior::~Behavior() Behavior::~Behavior() Behavior::FirstContainedResponder() const Behavior::NextContainedResponder(INextBotEventResponder*) const INextBotEventResponder::OnLeaveGround(CBaseEntity*) INextBotEventResponder::OnLandOnGround(CBaseEntity*) INextBotEventResponder::OnContact(CBaseEntity*, CGameTrace*) INextBotEventResponder::OnMoveToSuccess(Path const*) INextBotEventResponder::OnMoveToFailure(Path const*, MoveToFailureType) INextBotEventResponder::OnStuck() INextBotEventResponder::OnUnStuck() INextBotEventResponder::OnPostureChanged() INextBotEventResponder::OnAnimationActivityComplete(int) INextBotEventResponder::OnAnimationActivityInterrupted(int) INextBotEventResponder::OnAnimationEvent(animevent_t*) INextBotEventResponder::OnIgnite() INextBotEventResponder::OnInjured(CTakeDamageInfo const&) INextBotEventResponder::OnKilled(CTakeDamageInfo const&) INextBotEventResponder::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) INextBotEventResponder::OnSight(CBaseEntity*) INextBotEventResponder::OnLostSight(CBaseEntity*) INextBotEventResponder::OnSound(CBaseEntity*, Vector const&, KeyValues*) INextBotEventResponder::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) INextBotEventResponder::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) INextBotEventResponder::OnNavAreaChanged(CNavArea*, CNavArea*) INextBotEventResponder::OnModelChanged() INextBotEventResponder::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) INextBotEventResponder::OnDrop(CBaseEntity*) INextBotEventResponder::OnActorEmoted(CBaseCombatCharacter*, int) INextBotEventResponder::OnCommandAttack(CBaseEntity*) INextBotEventResponder::OnCommandApproach(Vector const&, float) INextBotEventResponder::OnCommandApproach(CBaseEntity*) INextBotEventResponder::OnCommandRetreat(CBaseEntity*, float) INextBotEventResponder::OnCommandPause(float) INextBotEventResponder::OnCommandResume() INextBotEventResponder::OnCommandString(char const*) INextBotEventResponder::OnShoved(CBaseEntity*) INextBotEventResponder::OnBlinded(CBaseEntity*) INextBotEventResponder::OnTerritoryContested(int) INextBotEventResponder::OnTerritoryCaptured(int) INextBotEventResponder::OnTerritoryLost(int) INextBotEventResponder::OnWin() INextBotEventResponder::OnLose() Behavior::ShouldPickUp(INextBot const*, CBaseEntity*) const Behavior::ShouldHurry(INextBot const*) const Behavior::ShouldRetreat(INextBot const*) const Behavior::ShouldAttack(INextBot const*, CKnownEntity const*) const Behavior::IsHindrance(INextBot const*, CBaseEntity*) const Behavior::SelectTargetPoint(INextBot const*, CBaseCombatCharacter const*) const Behavior::IsPositionAllowed(INextBot const*, Vector const&) const Behavior::SelectMoreDangerousThreat(INextBot const*, CBaseCombatCharacter const*, CKnownEntity const*, CKnownEntity const*) const vtable for Behavior Behavior::~Behavior() Behavior::~Behavior() Behavior::FirstContainedResponder() const Behavior::NextContainedResponder(INextBotEventResponder*) const INextBotEventResponder::OnLeaveGround(CBaseEntity*) INextBotEventResponder::OnLandOnGround(CBaseEntity*) INextBotEventResponder::OnContact(CBaseEntity*, CGameTrace*) INextBotEventResponder::OnMoveToSuccess(Path const*) INextBotEventResponder::OnMoveToFailure(Path const*, MoveToFailureType) INextBotEventResponder::OnStuck() INextBotEventResponder::OnUnStuck() INextBotEventResponder::OnPostureChanged() INextBotEventResponder::OnAnimationActivityComplete(int) INextBotEventResponder::OnAnimationActivityInterrupted(int) INextBotEventResponder::OnAnimationEvent(animevent_t*) INextBotEventResponder::OnIgnite() INextBotEventResponder::OnInjured(CTakeDamageInfo const&) INextBotEventResponder::OnKilled(CTakeDamageInfo const&) INextBotEventResponder::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) INextBotEventResponder::OnSight(CBaseEntity*) INextBotEventResponder::OnLostSight(CBaseEntity*) INextBotEventResponder::OnSound(CBaseEntity*, Vector const&, KeyValues*) INextBotEventResponder::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) INextBotEventResponder::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) INextBotEventResponder::OnNavAreaChanged(CNavArea*, CNavArea*) INextBotEventResponder::OnModelChanged() INextBotEventResponder::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) INextBotEventResponder::OnDrop(CBaseEntity*) INextBotEventResponder::OnActorEmoted(CBaseCombatCharacter*, int) INextBotEventResponder::OnCommandAttack(CBaseEntity*) INextBotEventResponder::OnCommandApproach(Vector const&, float) INextBotEventResponder::OnCommandApproach(CBaseEntity*) INextBotEventResponder::OnCommandRetreat(CBaseEntity*, float) INextBotEventResponder::OnCommandPause(float) INextBotEventResponder::OnCommandResume() INextBotEventResponder::OnCommandString(char const*) INextBotEventResponder::OnShoved(CBaseEntity*) INextBotEventResponder::OnBlinded(CBaseEntity*) INextBotEventResponder::OnTerritoryContested(int) INextBotEventResponder::OnTerritoryCaptured(int) INextBotEventResponder::OnTerritoryLost(int) INextBotEventResponder::OnWin() INextBotEventResponder::OnLose() Behavior::ShouldPickUp(INextBot const*, CBaseEntity*) const Behavior::ShouldHurry(INextBot const*) const Behavior::ShouldRetreat(INextBot const*) const Behavior::ShouldAttack(INextBot const*, CKnownEntity const*) const Behavior::IsHindrance(INextBot const*, CBaseEntity*) const Behavior::SelectTargetPoint(INextBot const*, CBaseCombatCharacter const*) const Behavior::IsPositionAllowed(INextBot const*, Vector const&) const Behavior::SelectMoreDangerousThreat(INextBot const*, CBaseCombatCharacter const*, CKnownEntity const*, CKnownEntity const*) const vtable for Behavior Behavior::~Behavior() Behavior::~Behavior() Behavior::FirstContainedResponder() const Behavior::NextContainedResponder(INextBotEventResponder*) const INextBotEventResponder::OnLeaveGround(CBaseEntity*) INextBotEventResponder::OnLandOnGround(CBaseEntity*) INextBotEventResponder::OnContact(CBaseEntity*, CGameTrace*) INextBotEventResponder::OnMoveToSuccess(Path const*) INextBotEventResponder::OnMoveToFailure(Path const*, MoveToFailureType) INextBotEventResponder::OnStuck() INextBotEventResponder::OnUnStuck() INextBotEventResponder::OnPostureChanged() INextBotEventResponder::OnAnimationActivityComplete(int) INextBotEventResponder::OnAnimationActivityInterrupted(int) INextBotEventResponder::OnAnimationEvent(animevent_t*) INextBotEventResponder::OnIgnite() INextBotEventResponder::OnInjured(CTakeDamageInfo const&) INextBotEventResponder::OnKilled(CTakeDamageInfo const&) INextBotEventResponder::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) INextBotEventResponder::OnSight(CBaseEntity*) INextBotEventResponder::OnLostSight(CBaseEntity*) INextBotEventResponder::OnSound(CBaseEntity*, Vector const&, KeyValues*) INextBotEventResponder::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) INextBotEventResponder::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) INextBotEventResponder::OnNavAreaChanged(CNavArea*, CNavArea*) INextBotEventResponder::OnModelChanged() INextBotEventResponder::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) INextBotEventResponder::OnDrop(CBaseEntity*) INextBotEventResponder::OnActorEmoted(CBaseCombatCharacter*, int) INextBotEventResponder::OnCommandAttack(CBaseEntity*) INextBotEventResponder::OnCommandApproach(Vector const&, float) INextBotEventResponder::OnCommandApproach(CBaseEntity*) INextBotEventResponder::OnCommandRetreat(CBaseEntity*, float) INextBotEventResponder::OnCommandPause(float) INextBotEventResponder::OnCommandResume() INextBotEventResponder::OnCommandString(char const*) INextBotEventResponder::OnShoved(CBaseEntity*) INextBotEventResponder::OnBlinded(CBaseEntity*) INextBotEventResponder::OnTerritoryContested(int) INextBotEventResponder::OnTerritoryCaptured(int) INextBotEventResponder::OnTerritoryLost(int) INextBotEventResponder::OnWin() INextBotEventResponder::OnLose() Behavior::ShouldPickUp(INextBot const*, CBaseEntity*) const Behavior::ShouldHurry(INextBot const*) const Behavior::ShouldRetreat(INextBot const*) const Behavior::ShouldAttack(INextBot const*, CKnownEntity const*) const Behavior::IsHindrance(INextBot const*, CBaseEntity*) const Behavior::SelectTargetPoint(INextBot const*, CBaseCombatCharacter const*) const Behavior::IsPositionAllowed(INextBot const*, Vector const&) const Behavior::SelectMoreDangerousThreat(INextBot const*, CBaseCombatCharacter const*, CKnownEntity const*, CKnownEntity const*) const vtable for Behavior Behavior::~Behavior() Behavior::~Behavior() Behavior::FirstContainedResponder() const Behavior::NextContainedResponder(INextBotEventResponder*) const INextBotEventResponder::OnLeaveGround(CBaseEntity*) INextBotEventResponder::OnLandOnGround(CBaseEntity*) INextBotEventResponder::OnContact(CBaseEntity*, CGameTrace*) INextBotEventResponder::OnMoveToSuccess(Path const*) INextBotEventResponder::OnMoveToFailure(Path const*, MoveToFailureType) INextBotEventResponder::OnStuck() INextBotEventResponder::OnUnStuck() INextBotEventResponder::OnPostureChanged() INextBotEventResponder::OnAnimationActivityComplete(int) INextBotEventResponder::OnAnimationActivityInterrupted(int) INextBotEventResponder::OnAnimationEvent(animevent_t*) INextBotEventResponder::OnIgnite() INextBotEventResponder::OnInjured(CTakeDamageInfo const&) INextBotEventResponder::OnKilled(CTakeDamageInfo const&) INextBotEventResponder::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) INextBotEventResponder::OnSight(CBaseEntity*) INextBotEventResponder::OnLostSight(CBaseEntity*) INextBotEventResponder::OnSound(CBaseEntity*, Vector const&, KeyValues*) INextBotEventResponder::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) INextBotEventResponder::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) INextBotEventResponder::OnNavAreaChanged(CNavArea*, CNavArea*) INextBotEventResponder::OnModelChanged() INextBotEventResponder::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) INextBotEventResponder::OnDrop(CBaseEntity*) INextBotEventResponder::OnActorEmoted(CBaseCombatCharacter*, int) INextBotEventResponder::OnCommandAttack(CBaseEntity*) INextBotEventResponder::OnCommandApproach(Vector const&, float) INextBotEventResponder::OnCommandApproach(CBaseEntity*) INextBotEventResponder::OnCommandRetreat(CBaseEntity*, float) INextBotEventResponder::OnCommandPause(float) INextBotEventResponder::OnCommandResume() INextBotEventResponder::OnCommandString(char const*) INextBotEventResponder::OnShoved(CBaseEntity*) INextBotEventResponder::OnBlinded(CBaseEntity*) INextBotEventResponder::OnTerritoryContested(int) INextBotEventResponder::OnTerritoryCaptured(int) INextBotEventResponder::OnTerritoryLost(int) INextBotEventResponder::OnWin() INextBotEventResponder::OnLose() Behavior::ShouldPickUp(INextBot const*, CBaseEntity*) const Behavior::ShouldHurry(INextBot const*) const Behavior::ShouldRetreat(INextBot const*) const Behavior::ShouldAttack(INextBot const*, CKnownEntity const*) const Behavior::IsHindrance(INextBot const*, CBaseEntity*) const Behavior::SelectTargetPoint(INextBot const*, CBaseCombatCharacter const*) const Behavior::IsPositionAllowed(INextBot const*, Vector const&) const Behavior::SelectMoreDangerousThreat(INextBot const*, CBaseCombatCharacter const*, CKnownEntity const*, CKnownEntity const*) const vtable for Behavior Behavior::~Behavior() Behavior::~Behavior() Behavior::FirstContainedResponder() const Behavior::NextContainedResponder(INextBotEventResponder*) const INextBotEventResponder::OnLeaveGround(CBaseEntity*) INextBotEventResponder::OnLandOnGround(CBaseEntity*) INextBotEventResponder::OnContact(CBaseEntity*, CGameTrace*) INextBotEventResponder::OnMoveToSuccess(Path const*) INextBotEventResponder::OnMoveToFailure(Path const*, MoveToFailureType) INextBotEventResponder::OnStuck() INextBotEventResponder::OnUnStuck() INextBotEventResponder::OnPostureChanged() INextBotEventResponder::OnAnimationActivityComplete(int) INextBotEventResponder::OnAnimationActivityInterrupted(int) INextBotEventResponder::OnAnimationEvent(animevent_t*) INextBotEventResponder::OnIgnite() INextBotEventResponder::OnInjured(CTakeDamageInfo const&) INextBotEventResponder::OnKilled(CTakeDamageInfo const&) INextBotEventResponder::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) INextBotEventResponder::OnSight(CBaseEntity*) INextBotEventResponder::OnLostSight(CBaseEntity*) INextBotEventResponder::OnSound(CBaseEntity*, Vector const&, KeyValues*) INextBotEventResponder::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) INextBotEventResponder::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) INextBotEventResponder::OnNavAreaChanged(CNavArea*, CNavArea*) INextBotEventResponder::OnModelChanged() INextBotEventResponder::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) INextBotEventResponder::OnDrop(CBaseEntity*) INextBotEventResponder::OnActorEmoted(CBaseCombatCharacter*, int) INextBotEventResponder::OnCommandAttack(CBaseEntity*) INextBotEventResponder::OnCommandApproach(Vector const&, float) INextBotEventResponder::OnCommandApproach(CBaseEntity*) INextBotEventResponder::OnCommandRetreat(CBaseEntity*, float) INextBotEventResponder::OnCommandPause(float) INextBotEventResponder::OnCommandResume() INextBotEventResponder::OnCommandString(char const*) INextBotEventResponder::OnShoved(CBaseEntity*) INextBotEventResponder::OnBlinded(CBaseEntity*) INextBotEventResponder::OnTerritoryContested(int) INextBotEventResponder::OnTerritoryCaptured(int) INextBotEventResponder::OnTerritoryLost(int) INextBotEventResponder::OnWin() INextBotEventResponder::OnLose() Behavior::ShouldPickUp(INextBot const*, CBaseEntity*) const Behavior::ShouldHurry(INextBot const*) const Behavior::ShouldRetreat(INextBot const*) const Behavior::ShouldAttack(INextBot const*, CKnownEntity const*) const Behavior::IsHindrance(INextBot const*, CBaseEntity*) const Behavior::SelectTargetPoint(INextBot const*, CBaseCombatCharacter const*) const Behavior::IsPositionAllowed(INextBot const*, Vector const&) const Behavior::SelectMoreDangerousThreat(INextBot const*, CBaseCombatCharacter const*, CKnownEntity const*, CKnownEntity const*) const vtable for Behavior Behavior::~Behavior() Behavior::~Behavior() Behavior::FirstContainedResponder() const Behavior::NextContainedResponder(INextBotEventResponder*) const INextBotEventResponder::OnLeaveGround(CBaseEntity*) INextBotEventResponder::OnLandOnGround(CBaseEntity*) INextBotEventResponder::OnContact(CBaseEntity*, CGameTrace*) INextBotEventResponder::OnMoveToSuccess(Path const*) INextBotEventResponder::OnMoveToFailure(Path const*, MoveToFailureType) INextBotEventResponder::OnStuck() INextBotEventResponder::OnUnStuck() INextBotEventResponder::OnPostureChanged() INextBotEventResponder::OnAnimationActivityComplete(int) INextBotEventResponder::OnAnimationActivityInterrupted(int) INextBotEventResponder::OnAnimationEvent(animevent_t*) INextBotEventResponder::OnIgnite() INextBotEventResponder::OnInjured(CTakeDamageInfo const&) INextBotEventResponder::OnKilled(CTakeDamageInfo const&) INextBotEventResponder::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) INextBotEventResponder::OnSight(CBaseEntity*) INextBotEventResponder::OnLostSight(CBaseEntity*) INextBotEventResponder::OnSound(CBaseEntity*, Vector const&, KeyValues*) INextBotEventResponder::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) INextBotEventResponder::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) INextBotEventResponder::OnNavAreaChanged(CNavArea*, CNavArea*) INextBotEventResponder::OnModelChanged() INextBotEventResponder::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) INextBotEventResponder::OnDrop(CBaseEntity*) INextBotEventResponder::OnActorEmoted(CBaseCombatCharacter*, int) INextBotEventResponder::OnCommandAttack(CBaseEntity*) INextBotEventResponder::OnCommandApproach(Vector const&, float) INextBotEventResponder::OnCommandApproach(CBaseEntity*) INextBotEventResponder::OnCommandRetreat(CBaseEntity*, float) INextBotEventResponder::OnCommandPause(float) INextBotEventResponder::OnCommandResume() INextBotEventResponder::OnCommandString(char const*) INextBotEventResponder::OnShoved(CBaseEntity*) INextBotEventResponder::OnBlinded(CBaseEntity*) INextBotEventResponder::OnTerritoryContested(int) INextBotEventResponder::OnTerritoryCaptured(int) INextBotEventResponder::OnTerritoryLost(int) INextBotEventResponder::OnWin() INextBotEventResponder::OnLose() Behavior::ShouldPickUp(INextBot const*, CBaseEntity*) const Behavior::ShouldHurry(INextBot const*) const Behavior::ShouldRetreat(INextBot const*) const Behavior::ShouldAttack(INextBot const*, CKnownEntity const*) const Behavior::IsHindrance(INextBot const*, CBaseEntity*) const Behavior::SelectTargetPoint(INextBot const*, CBaseCombatCharacter const*) const Behavior::IsPositionAllowed(INextBot const*, Vector const&) const Behavior::SelectMoreDangerousThreat(INextBot const*, CBaseCombatCharacter const*, CKnownEntity const*, CKnownEntity const*) const vtable for Behavior Behavior::~Behavior() Behavior::~Behavior() Behavior::FirstContainedResponder() const Behavior::NextContainedResponder(INextBotEventResponder*) const INextBotEventResponder::OnLeaveGround(CBaseEntity*) INextBotEventResponder::OnLandOnGround(CBaseEntity*) INextBotEventResponder::OnContact(CBaseEntity*, CGameTrace*) INextBotEventResponder::OnMoveToSuccess(Path const*) INextBotEventResponder::OnMoveToFailure(Path const*, MoveToFailureType) INextBotEventResponder::OnStuck() INextBotEventResponder::OnUnStuck() INextBotEventResponder::OnPostureChanged() INextBotEventResponder::OnAnimationActivityComplete(int) INextBotEventResponder::OnAnimationActivityInterrupted(int) INextBotEventResponder::OnAnimationEvent(animevent_t*) INextBotEventResponder::OnIgnite() INextBotEventResponder::OnInjured(CTakeDamageInfo const&) INextBotEventResponder::OnKilled(CTakeDamageInfo const&) INextBotEventResponder::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) INextBotEventResponder::OnSight(CBaseEntity*) INextBotEventResponder::OnLostSight(CBaseEntity*) INextBotEventResponder::OnSound(CBaseEntity*, Vector const&, KeyValues*) INextBotEventResponder::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) INextBotEventResponder::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) INextBotEventResponder::OnNavAreaChanged(CNavArea*, CNavArea*) INextBotEventResponder::OnModelChanged() INextBotEventResponder::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) INextBotEventResponder::OnDrop(CBaseEntity*) INextBotEventResponder::OnActorEmoted(CBaseCombatCharacter*, int) INextBotEventResponder::OnCommandAttack(CBaseEntity*) INextBotEventResponder::OnCommandApproach(Vector const&, float) INextBotEventResponder::OnCommandApproach(CBaseEntity*) INextBotEventResponder::OnCommandRetreat(CBaseEntity*, float) INextBotEventResponder::OnCommandPause(float) INextBotEventResponder::OnCommandResume() INextBotEventResponder::OnCommandString(char const*) INextBotEventResponder::OnShoved(CBaseEntity*) INextBotEventResponder::OnBlinded(CBaseEntity*) INextBotEventResponder::OnTerritoryContested(int) INextBotEventResponder::OnTerritoryCaptured(int) INextBotEventResponder::OnTerritoryLost(int) INextBotEventResponder::OnWin() INextBotEventResponder::OnLose() Behavior::ShouldPickUp(INextBot const*, CBaseEntity*) const Behavior::ShouldHurry(INextBot const*) const Behavior::ShouldRetreat(INextBot const*) const Behavior::ShouldAttack(INextBot const*, CKnownEntity const*) const Behavior::IsHindrance(INextBot const*, CBaseEntity*) const Behavior::SelectTargetPoint(INextBot const*, CBaseCombatCharacter const*) const Behavior::IsPositionAllowed(INextBot const*, Vector const&) const Behavior::SelectMoreDangerousThreat(INextBot const*, CBaseCombatCharacter const*, CKnownEntity const*, CKnownEntity const*) const vtable for Behavior Behavior::~Behavior() Behavior::~Behavior() Behavior::FirstContainedResponder() const Behavior::NextContainedResponder(INextBotEventResponder*) const INextBotEventResponder::OnLeaveGround(CBaseEntity*) INextBotEventResponder::OnLandOnGround(CBaseEntity*) INextBotEventResponder::OnContact(CBaseEntity*, CGameTrace*) INextBotEventResponder::OnMoveToSuccess(Path const*) INextBotEventResponder::OnMoveToFailure(Path const*, MoveToFailureType) INextBotEventResponder::OnStuck() INextBotEventResponder::OnUnStuck() INextBotEventResponder::OnPostureChanged() INextBotEventResponder::OnAnimationActivityComplete(int) INextBotEventResponder::OnAnimationActivityInterrupted(int) INextBotEventResponder::OnAnimationEvent(animevent_t*) INextBotEventResponder::OnIgnite() INextBotEventResponder::OnInjured(CTakeDamageInfo const&) INextBotEventResponder::OnKilled(CTakeDamageInfo const&) INextBotEventResponder::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) INextBotEventResponder::OnSight(CBaseEntity*) INextBotEventResponder::OnLostSight(CBaseEntity*) INextBotEventResponder::OnSound(CBaseEntity*, Vector const&, KeyValues*) INextBotEventResponder::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) INextBotEventResponder::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) INextBotEventResponder::OnNavAreaChanged(CNavArea*, CNavArea*) INextBotEventResponder::OnModelChanged() INextBotEventResponder::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) INextBotEventResponder::OnDrop(CBaseEntity*) INextBotEventResponder::OnActorEmoted(CBaseCombatCharacter*, int) INextBotEventResponder::OnCommandAttack(CBaseEntity*) INextBotEventResponder::OnCommandApproach(Vector const&, float) INextBotEventResponder::OnCommandApproach(CBaseEntity*) INextBotEventResponder::OnCommandRetreat(CBaseEntity*, float) INextBotEventResponder::OnCommandPause(float) INextBotEventResponder::OnCommandResume() INextBotEventResponder::OnCommandString(char const*) INextBotEventResponder::OnShoved(CBaseEntity*) INextBotEventResponder::OnBlinded(CBaseEntity*) INextBotEventResponder::OnTerritoryContested(int) INextBotEventResponder::OnTerritoryCaptured(int) INextBotEventResponder::OnTerritoryLost(int) INextBotEventResponder::OnWin() INextBotEventResponder::OnLose() Behavior::ShouldPickUp(INextBot const*, CBaseEntity*) const Behavior::ShouldHurry(INextBot const*) const Behavior::ShouldRetreat(INextBot const*) const Behavior::ShouldAttack(INextBot const*, CKnownEntity const*) const Behavior::IsHindrance(INextBot const*, CBaseEntity*) const Behavior::SelectTargetPoint(INextBot const*, CBaseCombatCharacter const*) const Behavior::IsPositionAllowed(INextBot const*, Vector const&) const Behavior::SelectMoreDangerousThreat(INextBot const*, CBaseCombatCharacter const*, CKnownEntity const*, CKnownEntity const*) const vtable for Behavior Behavior::~Behavior() Behavior::~Behavior() Behavior::FirstContainedResponder() const Behavior::NextContainedResponder(INextBotEventResponder*) const INextBotEventResponder::OnLeaveGround(CBaseEntity*) INextBotEventResponder::OnLandOnGround(CBaseEntity*) INextBotEventResponder::OnContact(CBaseEntity*, CGameTrace*) INextBotEventResponder::OnMoveToSuccess(Path const*) INextBotEventResponder::OnMoveToFailure(Path const*, MoveToFailureType) INextBotEventResponder::OnStuck() INextBotEventResponder::OnUnStuck() INextBotEventResponder::OnPostureChanged() INextBotEventResponder::OnAnimationActivityComplete(int) INextBotEventResponder::OnAnimationActivityInterrupted(int) INextBotEventResponder::OnAnimationEvent(animevent_t*) INextBotEventResponder::OnIgnite() INextBotEventResponder::OnInjured(CTakeDamageInfo const&) INextBotEventResponder::OnKilled(CTakeDamageInfo const&) INextBotEventResponder::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) INextBotEventResponder::OnSight(CBaseEntity*) INextBotEventResponder::OnLostSight(CBaseEntity*) INextBotEventResponder::OnSound(CBaseEntity*, Vector const&, KeyValues*) INextBotEventResponder::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) INextBotEventResponder::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) INextBotEventResponder::OnNavAreaChanged(CNavArea*, CNavArea*) INextBotEventResponder::OnModelChanged() INextBotEventResponder::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) INextBotEventResponder::OnDrop(CBaseEntity*) INextBotEventResponder::OnActorEmoted(CBaseCombatCharacter*, int) INextBotEventResponder::OnCommandAttack(CBaseEntity*) INextBotEventResponder::OnCommandApproach(Vector const&, float) INextBotEventResponder::OnCommandApproach(CBaseEntity*) INextBotEventResponder::OnCommandRetreat(CBaseEntity*, float) INextBotEventResponder::OnCommandPause(float) INextBotEventResponder::OnCommandResume() INextBotEventResponder::OnCommandString(char const*) INextBotEventResponder::OnShoved(CBaseEntity*) INextBotEventResponder::OnBlinded(CBaseEntity*) INextBotEventResponder::OnTerritoryContested(int) INextBotEventResponder::OnTerritoryCaptured(int) INextBotEventResponder::OnTerritoryLost(int) INextBotEventResponder::OnWin() INextBotEventResponder::OnLose() Behavior::ShouldPickUp(INextBot const*, CBaseEntity*) const Behavior::ShouldHurry(INextBot const*) const Behavior::ShouldRetreat(INextBot const*) const Behavior::ShouldAttack(INextBot const*, CKnownEntity const*) const Behavior::IsHindrance(INextBot const*, CBaseEntity*) const Behavior::SelectTargetPoint(INextBot const*, CBaseCombatCharacter const*) const Behavior::IsPositionAllowed(INextBot const*, Vector const&) const Behavior::SelectMoreDangerousThreat(INextBot const*, CBaseCombatCharacter const*, CKnownEntity const*, CKnownEntity const*) const vtable for Behavior Behavior::~Behavior() Behavior::~Behavior() Behavior::FirstContainedResponder() const Behavior::NextContainedResponder(INextBotEventResponder*) const INextBotEventResponder::OnLeaveGround(CBaseEntity*) INextBotEventResponder::OnLandOnGround(CBaseEntity*) INextBotEventResponder::OnContact(CBaseEntity*, CGameTrace*) INextBotEventResponder::OnMoveToSuccess(Path const*) INextBotEventResponder::OnMoveToFailure(Path const*, MoveToFailureType) INextBotEventResponder::OnStuck() INextBotEventResponder::OnUnStuck() INextBotEventResponder::OnPostureChanged() INextBotEventResponder::OnAnimationActivityComplete(int) INextBotEventResponder::OnAnimationActivityInterrupted(int) INextBotEventResponder::OnAnimationEvent(animevent_t*) INextBotEventResponder::OnIgnite() INextBotEventResponder::OnInjured(CTakeDamageInfo const&) INextBotEventResponder::OnKilled(CTakeDamageInfo const&) INextBotEventResponder::OnOtherKilled(CBaseCombatCharacter*, CTakeDamageInfo const&) INextBotEventResponder::OnSight(CBaseEntity*) INextBotEventResponder::OnLostSight(CBaseEntity*) INextBotEventResponder::OnSound(CBaseEntity*, Vector const&, KeyValues*) INextBotEventResponder::OnSpokeConcept(CBaseCombatCharacter*, char const*, AI_Response*) INextBotEventResponder::OnWeaponFired(CBaseCombatCharacter*, CBaseCombatWeapon*) INextBotEventResponder::OnNavAreaChanged(CNavArea*, CNavArea*) INextBotEventResponder::OnModelChanged() INextBotEventResponder::OnPickUp(CBaseEntity*, CBaseCombatCharacter*) INextBotEventResponder::OnDrop(CBaseEntity*) INextBotEventResponder::OnActorEmoted(CBaseCombatCharacter*, int) INextBotEventResponder::OnCommandAttack(CBaseEntity*) INextBotEventResponder::OnCommandApproach(Vector const&, float) INextBotEventResponder::OnCommandApproach(CBaseEntity*) INextBotEventResponder::OnCommandRetreat(CBaseEntity*, float) INextBotEventResponder::OnCommandPause(float) INextBotEventResponder::OnCommandResume() INextBotEventResponder::OnCommandString(char const*) INextBotEventResponder::OnShoved(CBaseEntity*) INextBotEventResponder::OnBlinded(CBaseEntity*) INextBotEventResponder::OnTerritoryContested(int) INextBotEventResponder::OnTerritoryCaptured(int) INextBotEventResponder::OnTerritoryLost(int) INextBotEventResponder::OnWin() INextBotEventResponder::OnLose() Behavior::ShouldPickUp(INextBot const*, CBaseEntity*) const Behavior::ShouldHurry(INextBot const*) const Behavior::ShouldRetreat(INextBot const*) const Behavior::ShouldAttack(INextBot const*, CKnownEntity const*) const Behavior::IsHindrance(INextBot const*, CBaseEntity*) const Behavior::SelectTargetPoint(INextBot const*, CBaseCombatCharacter const*) const Behavior::IsPositionAllowed(INextBot const*, Vector const&) const Behavior::SelectMoreDangerousThreat(INextBot const*, CBaseCombatCharacter const*, CKnownEntity const*, CKnownEntity const*) const vtable for CAISound CAISound::~CAISound() CAISound::~CAISound() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAISound::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CPointEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CPointEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CPointEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAI_AllySpeechManager CAI_AllySpeechManager::~CAI_AllySpeechManager() CAI_AllySpeechManager::~CAI_AllySpeechManager() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_AllySpeechManager::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_AllySpeechManager::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CLogicalEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CServerOnlyEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAI_AssaultBehavior CAI_AssaultBehavior::~CAI_AssaultBehavior() CAI_AssaultBehavior::~CAI_AssaultBehavior() CAI_ComponentWithOuter::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) CAI_AssaultBehavior::GetName() CAI_BehaviorBase::KeyValue(char const*, char const*) CAI_AssaultBehavior::CanSelectSchedule() CAI_AssaultBehavior::BeginScheduleSelection() CAI_AssaultBehavior::EndScheduleSelection() CAI_BehaviorBase::BridgeSpeakMapmakerInterruptConcept(string_t) CAI_AssaultBehavior::GatherConditions() CAI_BehaviorBase::GatherConditionsNotActive() CAI_BehaviorBase::OnUpdateShotRegulator() CAI_AssaultBehavior::GetClassScheduleIdSpace() CAI_AssaultBehavior::DrawDebugTextOverlays(int) CAI_BehaviorBase::Save(ISave&) CAI_BehaviorBase::Restore(IRestore&) CAI_BehaviorBase::Precache() CAI_BehaviorBase::Spawn() CAI_AssaultBehavior::UpdateOnRemove() CAI_BehaviorBase::Event_Killed(CTakeDamageInfo const&) CAI_BehaviorBase::CleanupOnDeath(CBaseEntity*, bool) CAI_BehaviorBase::PrescheduleThink() CAI_AssaultBehavior::OnScheduleChange() CAI_AssaultBehavior::OnStartSchedule(int) CAI_AssaultBehavior::SelectSchedule() CAI_BehaviorBase::SelectFailSchedule(int, int, int) CAI_AssaultBehavior::StartTask(Task_t const*) CAI_AssaultBehavior::RunTask(Task_t const*) CAI_BehaviorBase::AimGun() CAI_AssaultBehavior::TranslateSchedule(int) CAI_BehaviorBase::GetSchedule(int) CAI_AssaultBehavior::GetSchedulingErrorName() CAI_AssaultBehavior::BuildScheduleTestBits() CAI_BehaviorBase::NPC_TranslateActivity(Activity) CAI_BehaviorBase::IsCurTaskContinuousMove() CAI_BehaviorBase::OnMovementFailed() CAI_BehaviorBase::OnMovementComplete() CAI_BehaviorBase::GetDefaultNavGoalTolerance() CAI_BehaviorBase::FValidateHintType(CAI_Hint*) CAI_BehaviorBase::IsValidEnemy(CBaseEntity*) CAI_BehaviorBase::BestEnemy() CAI_BehaviorBase::IsValidCover(Vector const&, CAI_Hint const*) CAI_AssaultBehavior::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_AssaultBehavior::GetMaxTacticalLateralMovement() CAI_BehaviorBase::ShouldIgnoreSound(CSound*) CAI_BehaviorBase::OnSeeEntity(CBaseEntity*) CAI_BehaviorBase::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorBase::IsInterruptable() CAI_BehaviorBase::IsNavigationUrgent() CAI_BehaviorBase::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorBase::GetReasonableFacingDist() CAI_BehaviorBase::ShouldPlayerAvoid() CAI_BehaviorBase::CanFlinch() CAI_BehaviorBase::IsCrouching() CAI_BehaviorBase::IsCrouchedActivity(Activity) CAI_BehaviorBase::QueryHearSound(CSound*) CAI_AssaultBehavior::CanRunAScriptedNPCInteraction(bool) CAI_BehaviorBase::GetFlinchActivity(bool, bool) CAI_BehaviorBase::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorBase::ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorBase::Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorBase::HandleAnimEvent(animevent_t*) CAI_BehaviorBase::ShouldAlwaysThink() CAI_BehaviorBase::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CAI_BehaviorBase::SpeakMapmakerInterruptConcept(string_t) CAI_AssaultBehavior::OnRestore() CAI_BehaviorBase::OnChangeHintGroup(string_t, string_t) CAI_Behavior::IsBehaviorSchedule(int) CAI_AssaultBehavior::GetDataDescMap() CAI_AssaultBehavior::LoadedSchedules() vtable for CAI_AssaultGoal CAI_AssaultGoal::~CAI_AssaultGoal() CAI_AssaultGoal::~CAI_AssaultGoal() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_AssaultGoal::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_GoalEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_GoalEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CAI_GoalEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_GoalEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_GoalEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CAI_GoalEntity::InputActivate(inputdata_t&) CAI_GoalEntity::InputUpdateActors(inputdata_t&) CAI_GoalEntity::InputDeactivate(inputdata_t&) CAI_GoalEntity::OnEntityCreated(CBaseEntity*) CAI_GoalEntity::OnEntityDeleted(CBaseEntity*) CAI_AssaultGoal::EnableGoal(CAI_BaseNPC*) CAI_AssaultGoal::DisableGoal(CAI_BaseNPC*) vtable for CAI_BaseActor CAI_BaseActor::~CAI_BaseActor() CAI_BaseActor::~CAI_BaseActor() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CAI_BaseNPC::GetServerClass() CAI_BaseNPC::YouForgotToImplementOrDeclareServerClass() CAI_BaseActor::GetDataDescMap() CBaseCombatCharacter::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CAI_BaseNPC::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CAI_BaseNPC::GetTracerType() CBaseCombatCharacter::Spawn() CAI_BaseActor::Precache() CAI_BaseActor::SetModel(char const*) CBaseAnimating::OnNewModel() CAI_BaseNPC::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAI_BaseNPC::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_BaseNPC::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_BaseNPC::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CAI_BaseNPC::DrawDebugGeometryOverlays() CAI_BaseNPC::DrawDebugTextOverlays() CAI_BehaviorHost::Save(ISave&) CAI_BehaviorHost::Restore(IRestore&) CAI_BaseNPC::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_BehaviorHost::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CAI_ExpresserHost::GetResponseSystem() CAI_ExpresserHost::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CAI_BaseNPC::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CAI_BaseNPC::PassesDamageFilter(CTakeDamageInfo const&) CAI_BaseHumanoid::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseCombatCharacter::TakeHealth(float, int) CBaseEntity::IsAlive() CAI_BehaviorHost::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CAI_BaseNPC::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CAI_BaseNPC::IsMoving() CBaseEntity::DamageDecal(int, int) CAI_BaseNPC::DecalTrace(CGameTrace*, char const*) CAI_BaseNPC::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CAI_BaseNPC::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseCombatCharacter::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CAI_BaseNPC::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CAI_BaseNPC::GetEnemy() CAI_BaseNPC::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CAI_BaseNPC::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_BehaviorHost::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CAI_BehaviorHost::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CAI_BaseNPC::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CAI_BaseNPC::FireBullets(FireBulletsInfo_t const&) CAI_BaseNPC::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CAI_ExpresserHost::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CAI_BaseNPC::NetworkStateChanged_m_lifeState() CAI_BaseNPC::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CAI_BaseActor::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CAI_BaseNPC::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CAI_BaseNPC::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CAI_BaseNPC::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CAI_BaseNPC::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CAI_BaseActor::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CAI_BaseNPC::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CAI_BehaviorHost::HandleAnimEvent(animevent_t*) CAI_BaseNPC::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CAI_BaseNPC::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CAI_BaseActor::SetViewtarget(Vector const&) CAI_BaseActor::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CAI_BaseActor::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CAI_BaseActor::ClearSceneEvent(CSceneEventInfo*, bool, bool) CAI_BaseActor::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBaseCombatCharacter::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CAI_BaseNPC::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CAI_BaseHumanoid::HandleInteraction(int, void*, CBaseCombatCharacter*) CBaseCombatCharacter::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CAI_BaseActor::HeadDirection2D() CAI_BaseActor::HeadDirection3D() CAI_BaseActor::EyeDirection2D() CAI_BaseActor::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CAI_BehaviorHost::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) CAI_BaseNPC::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CAI_BehaviorHost::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dying(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CAI_BehaviorHost::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BaseNPC::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CAI_BaseNPC::Event_Gibbed(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBaseCombatCharacter::IsInAVehicle() const CBaseCombatCharacter::GetVehicle() CBaseCombatCharacter::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::DoMuzzleFlash() CAI_BaseNPC::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CAI_BaseNPC::AddClassRelationship(Class_T, Disposition_t, int) CAI_BehaviorHost::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBaseCombatCharacter::NetworkStateChanged_m_iAmmo() CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void*) CAI_BehaviorHost::NPCInit() CAI_BaseNPC::PostNPCInit() CAI_BaseNPC::StartNPC() CAI_BehaviorHost::CleanupOnDeath(CBaseEntity*, bool) CAI_BaseActor::CreateComponents() CAI_BaseNPC::CreateSenses() CAI_BaseNPC::CreateMoveProbe() CAI_BlendingHost >::CreateMotor() CAI_BaseNPC::CreateLocalNavigator() CAI_BlendingHost >::CreateNavigator() CAI_BaseNPC::CreatePathfinder() CAI_BaseNPC::CreateTacticalServices() CAI_BaseNPC::NPCThink() CAI_BaseNPC::RunAI() CAI_BehaviorHost::GatherConditions() CAI_BehaviorHost::PrescheduleThink() CAI_BaseNPC::PostscheduleThink() CAI_BehaviorHost::OnScheduleChange() CAI_BehaviorHost::OnStartSchedule(int) CAI_BehaviorHost::SelectSchedule() CAI_BehaviorHost::SelectFailSchedule(int, int, int) CAI_BehaviorHost::TranslateSchedule(int) CAI_BaseHumanoid::StartTask(Task_t const*) CAI_BaseHumanoid::RunTask(Task_t const*) CAI_BehaviorHost::IsInterruptable() CAI_BaseNPC::OnStartScene() CAI_BehaviorHost::ShouldPlayerAvoid() CAI_BaseNPC::SetPlayerAvoidState() CAI_BaseNPC::PlayerPenetratingVPhysics() CAI_BehaviorHost::ShouldAlwaysThink() CAI_BaseNPC::LineOfSightDist(Vector const&, float) CAI_BaseNPC::PostRunStopMoving() CAI_BaseNPC::StartTask(Task_t*) CAI_BaseNPC::RunTask(Task_t*) CAI_BehaviorHost::GetSchedule(int) CAI_BaseNPC::GetLocalScheduleId(int) CAI_BaseNPC::GetGlobalScheduleId(int) CAI_BaseNPC::TaskFail(int) CAI_BehaviorHost::TaskName(int) CAI_BaseNPC::GetLocalTaskId(int) CAI_BaseNPC::GetSchedulingErrorName() CAI_BaseNPC::LoadedSchedules() CAI_BaseHumanoid::BuildScheduleTestBits() CAI_BehaviorHost::GetNewSchedule() CAI_BehaviorHost::GetFailSchedule() CAI_BehaviorHost::CanFlinch() CAI_BaseNPC::CheckFlinches() CAI_BaseNPC::PlayFlinchGesture() CAI_BaseNPC::IsAllowedToDodge() CAI_BaseNPC::SelectDeadSchedule() CAI_BehaviorHost::GetRunningBehavior() CAI_BaseNPC::ShouldAcceptGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnClearGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BehaviorHost::OnBehaviorChangeStatus(CAI_BehaviorBase*, bool) CAI_BehaviorHost::AccessBehaviors() CAI_BehaviorHost::NumBehaviors() CAI_BaseNPC::ConditionName(int) CAI_BaseNPC::RemoveIgnoredConditions() CAI_BaseNPC::SelectIdealState() CAI_BaseNPC::ShouldGoToIdleState() CAI_BaseActor::OnStateChange(NPC_STATE, NPC_STATE) CAI_BaseNPC::UpdateEfficiency(bool) CAI_BaseNPC::Wake(bool) CAI_BaseNPC::SetActivity(Activity) CAI_BaseNPC::IsActivityMovementPhased(Activity) CAI_BaseNPC::OnChangeActivity(Activity) CAI_BehaviorHost::QueryHearSound(CSound*) CAI_BaseNPC::QuerySeeEntity(CBaseEntity*, bool) CAI_BaseNPC::OnLooked(int) CAI_BaseNPC::OnListened() CAI_BehaviorHost::OnSeeEntity(CBaseEntity*) CAI_BaseNPC::ShouldNotDistanceCull() CAI_BaseNPC::GetSoundInterests() CAI_BaseNPC::GetSoundPriority(CSound*) CAI_BaseNPC::GetBestSound(int) CAI_BaseNPC::GetBestScent() CAI_BaseNPC::HearingSensitivity() CAI_BehaviorHost::ShouldIgnoreSound(CSound*) CAI_BaseNPC::ClearSenseConditions() CAI_BehaviorHost::BestEnemy() CAI_BehaviorHost::IsValidEnemy(CBaseEntity*) CAI_BaseNPC::CanBeAnEnemyOf(CBaseEntity*) CAI_BaseNPC::ShouldChooseNewEnemy() CAI_BaseNPC::GatherEnemyConditions(CBaseEntity*) CAI_BaseNPC::EnemyDistTolerance() CAI_BaseNPC::StartTargetHandling(CBaseEntity*) CAI_BaseNPC::CreateCustomTarget(Vector const&, float) CAI_BaseNPC::ShouldPickADeathPose() CAI_BaseNPC::AllowedToIgnite() CAI_BaseNPC::GetGoalRepathTolerance(CBaseEntity*, GoalType_t, Vector const&, Vector const&) CAI_BaseNPC::IsCommandable() CAI_BaseNPC::IsPlayerAlly(CBasePlayer*) CAI_BaseNPC::IsMedic() CAI_BaseNPC::IsCommandMoving() CAI_BaseNPC::ShouldAutoSummon() CAI_BaseNPC::SetCommandGoal(Vector const&) CAI_BaseNPC::ClearCommandGoal() CAI_BaseNPC::OnTargetOrder() CAI_BaseNPC::OnMoveOrder() CAI_BaseNPC::IsValidCommandTarget(CBaseEntity*) CAI_BaseNPC::OnMoveToCommandGoalFailed() CAI_BaseNPC::GetSquadCommandRepresentative() CAI_BaseNPC::TargetOrder(CBaseEntity*, CAI_BaseNPC**, int) CAI_BaseNPC::MoveOrder(Vector const&, CAI_BaseNPC**, int) CAI_BaseNPC::CanBeUsedAsAFriend() CAI_BehaviorHost::CanRunAScriptedNPCInteraction(bool) CAI_BaseNPC::CanPlaySequence(bool, int) CAI_BaseNPC::CanPlaySentence(bool) CAI_ExpresserHost::PlaySentence(char const*, float, float, soundlevel_t, CBaseEntity*) CAI_BaseNPC::PlayScriptedSentence(char const*, float, float, soundlevel_t, bool, CBaseEntity*) CAI_BaseNPC::FOkToMakeSound(int) CAI_BaseNPC::JustMadeSound(int, float) CAI_BaseNPC::DeathSound(CTakeDamageInfo const&) CAI_BaseNPC::AlertSound() CAI_BaseNPC::IdleSound() CAI_BaseNPC::PainSound(CTakeDamageInfo const&) CAI_BaseNPC::FearSound() CAI_BaseNPC::LostEnemySound() CAI_BaseNPC::FoundEnemySound() CAI_BaseNPC::BarnacleDeathSound() CAI_BaseNPC::SpeakSentence(int) CAI_BaseNPC::ShouldPlayIdleSound() CAI_BaseNPC::MakeAIFootstepSound(float, float) CAI_BaseActor::GetExpresser() CAI_BaseNPC::CanRespondToEvent(char const*) CAI_BaseNPC::RespondedTo(char const*, bool, bool) CAI_BaseNPC::PlayerHasIlluminatedNPC(CBasePlayer*, float) CAI_BaseNPC::CapabilitiesGet() const CAI_BehaviorHost::IsNavigationUrgent() CAI_BaseNPC::ShouldFailNav(bool) CAI_BaseActor::ShouldBruteForceFailedNav() CAI_BlendingHost >::GetTimeToNavGoal() CAI_BaseNPC::MovementCost(int, Vector const&, Vector const&, float*) CAI_BaseNPC::CalcIdealYaw(Vector const&) CAI_BlendingHost >::MaxYawSpeed() CAI_BaseNPC::AddFacingTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddFacingTarget(Vector const&, float, float, float) CAI_BaseNPC::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_BaseNPC::GetFacingDirection(Vector&) CAI_BaseNPC::IsJumpLegal(Vector const&, Vector const&, Vector const&) const CAI_BaseNPC::StepHeight() const CAI_BaseNPC::GetMaxJumpSpeed() const CAI_BaseNPC::GetJumpGravity() const CAI_BaseNPC::OverrideMove(float) CAI_BaseNPC::OverrideMoveFacing(AILocalMoveGoal_t const&, float) CAI_BaseNPC::IsUnusableNode(int, CAI_Hint*) CAI_BaseNPC::ValidateNavGoal() CAI_BehaviorHost::IsCurTaskContinuousMove() CAI_BaseNPC::IsValidMoveAwayDest(Vector const&) CAI_BehaviorHost::OnMovementFailed() CAI_BehaviorHost::OnMovementComplete() CAI_BaseNPC::IsUnreachable(CBaseEntity*) CAI_BaseNPC::CalcYawSpeed() CAI_BehaviorHost::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructingDoor(AILocalMoveGoal_t*, CBaseDoor*, float, AIMoveResult_t*) CAI_BaseNPC::OnUpcomingPropDoor(AILocalMoveGoal_t*, CBasePropDoor*, float, AIMoveResult_t*) CAI_BaseNPC::GetNodeViewOffset() CAI_BaseNPC::EyeOffset(Activity) CAI_BaseNPC::EyeLookTarget() CAI_BaseActor::AddLookTarget(CBaseEntity*, float, float, float) CAI_BaseActor::AddLookTarget(Vector const&, float, float, float) CAI_BaseActor::SetHeadDirection(Vector const&, float) CAI_BaseActor::MaintainLookTargets(float) CAI_BaseActor::ValidEyeTarget(Vector const&) CAI_BaseNPC::FacingPosition() CAI_BaseNPC::MaintainTurnActivity() CAI_BehaviorHost::AimGun() CAI_BaseNPC::SetAim(Vector const&) CAI_BaseNPC::RelaxAim() CAI_BaseNPC::GetAlternateMoveShootTarget() CAI_BaseNPC::InputOutsideTransition(inputdata_t&) CAI_BaseNPC::InputInsideTransition(inputdata_t&) CAI_BaseNPC::SetScriptedScheduleIgnoreConditions(Interruptability_t) CAI_BehaviorHost::ScheduledMoveToGoalEntity(int, CBaseEntity*, Activity) CAI_BehaviorHost::ScheduledFollowPath(int, CBaseEntity*, Activity) CAI_BaseNPC::GetEnemies() CAI_BaseNPC::RemoveMemory() CAI_BaseNPC::UpdateEnemyMemory(CBaseEntity*, Vector const&, CBaseEntity*) CAI_BaseNPC::GetReactionDelay(CBaseEntity*) CAI_BaseNPC::CanHolsterWeapon() CAI_BaseNPC::HolsterWeapon() CAI_BaseNPC::UnholsterWeapon() CAI_BaseNPC::OnRangeAttack1() CAI_BaseNPC::OnUpdateShotRegulator() CAI_BaseNPC::InitSquad() CAI_BaseNPC::SquadSlotName(int) CAI_BaseNPC::SetSquad(CAI_Squad*) CAI_BaseNPC::IsSilentSquadMember() const CAI_BaseNPC::FindCoverPos(CBaseEntity*, Vector*) CAI_BaseNPC::FindCoverPosInRadius(CBaseEntity*, Vector const&, float, Vector*) CAI_BaseNPC::FindCoverPos(CSound*, Vector*) CAI_BehaviorHost::IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorHost::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BaseNPC::TestShootPosition(Vector const&, Vector const&) CAI_BaseNPC::IsCoverPosition(Vector const&, Vector const&) CAI_BaseNPC::CoverRadius() CAI_BehaviorHost::GetMaxTacticalLateralMovement() CAI_BehaviorHost::OnChangeHintGroup(string_t, string_t) CAI_BaseNPC::ShouldFadeOnDeath() CAI_BaseNPC::RangeAttack1Conditions(float, float) CAI_BaseNPC::RangeAttack2Conditions(float, float) CAI_BaseNPC::MeleeAttack1Conditions(float, float) CAI_BaseNPC::MeleeAttack2Conditions(float, float) CAI_BaseNPC::InnateRange1MinRange() CAI_BaseNPC::InnateRange1MaxRange() CAI_BaseNPC::OnBeginMoveAndShoot() CAI_BaseNPC::OnEndMoveAndShoot() CAI_BaseNPC::UseAttackSquadSlots() CAI_BaseNPC::FindNamedEntity(char const*, IEntityFindFilter*) CAI_BaseNPC::ClearAttackConditions() CAI_BaseNPC::ShouldLookForBetterWeapon() CAI_BaseNPC::GiveWeapon(string_t) CAI_BaseNPC::OnGivenWeapon(CBaseCombatWeapon*) CAI_BaseNPC::WeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::CurrentWeaponLOSCondition(Vector const&, bool) CAI_BaseNPC::IsWaitingToRappel() CAI_BaseNPC::BeginRappel() CAI_BaseNPC::TranslateNavGoal(CBaseEntity*, Vector&) CAI_BehaviorHost::GetDefaultNavGoalTolerance() CAI_BaseNPC::FCanCheckAttacks() CAI_BaseHumanoid::CheckAmmo() CAI_BehaviorHost::FValidateHintType(CAI_Hint*) CAI_BaseNPC::GetHintActivity(short, Activity) CAI_BaseNPC::GetHintDelay(short) CAI_BaseNPC::GetCoverActivity(CAI_Hint*) CAI_BaseNPC::GetReloadActivity(CAI_Hint*) CAI_BaseNPC::SetTurnActivity() CAI_BaseNPC::GetHitgroupDamageMultiplier(int, CTakeDamageInfo const&) CAI_BaseNPC::PlayerInSpread(Vector const&, Vector const&, float, float, bool) CAI_BaseNPC::InnateWeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BehaviorHost::GetFlinchActivity(bool, bool) CAI_BaseNPC::GetShootEnemyDir(Vector const&, bool) CAI_BaseNPC::CollectShotStats(Vector const&, Vector const&) CAI_BaseNPC::ShouldMoveAndShoot() CAI_BaseNPC::IsLightDamage(CTakeDamageInfo const&) CAI_BaseNPC::IsHeavyDamage(CTakeDamageInfo const&) CAI_BaseNPC::PickupWeapon(CBaseCombatWeapon*) CAI_BaseNPC::PickupItem(CBaseEntity*) CAI_BaseNPC::NotifyDeadFriend(CBaseEntity*) CAI_BaseNPC::CalcReasonableFacing(bool) CAI_BaseNPC::IsValidReasonableFacing(Vector const&, float) CAI_BehaviorHost::GetReasonableFacingDist() CAI_BaseNPC::GetClassScheduleIdSpace() CAI_BaseNPC::GetSquadSlotDebugName(int) CAI_BehaviorHost::IsCrouching() CAI_BaseNPC::Crouch() CAI_BaseNPC::Stand() CAI_BaseNPC::DesireCrouch() CAI_BehaviorHost::IsCrouchedActivity(Activity) CAI_BaseNPC::GetCrouchEyeOffset() CAI_BaseNPC::GetCrouchGunOffset() CAI_BaseNPC::ReportAIState() CAI_BaseNPC::ReportOverThinkLimit(float) CAI_BaseNPC::ShouldProbeCollideAgainstEntity(CBaseEntity*) CAI_BehaviorHost::CreateBehaviors() CAI_BehaviorHost::ForceSelectedGo(CBaseEntity*, Vector const&, Vector const&, bool) CAI_BehaviorHost::ForceSelectedGoRandom() CAI_BehaviorHost::SpeakMapmakerInterruptConcept(string_t) CAI_BehaviorHost::OnChangeRunningBehavior(CAI_BehaviorBase*, CAI_BehaviorBase*) CAI_BehaviorHost::ShouldBehaviorSelectSchedule(CAI_BehaviorBase*) CAI_BehaviorHost::BackBridge_GatherConditions() CAI_BehaviorHost::BackBridge_SelectSchedule() CAI_BehaviorHost::BackBridge_TranslateSchedule(int) CAI_BehaviorHost::BackBridge_NPC_TranslateActivity(Activity) CAI_BehaviorHost::BackBridge_IsValidEnemy(CBaseEntity*) CAI_BehaviorHost::BackBridge_BestEnemy() CAI_BehaviorHost::BackBridge_IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorHost::BackBridge_IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorHost::BackBridge_GetMaxTacticalLateralMovement() CAI_BehaviorHost::BackBridge_ShouldIgnoreSound(CSound*) CAI_BehaviorHost::BackBridge_OnSeeEntity(CBaseEntity*) CAI_BehaviorHost::BackBridge_OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorHost::BackBridge_IsInterruptable() CAI_BehaviorHost::BackBridge_IsNavigationUrgent() CAI_BehaviorHost::BackBridge_ShouldPlayerAvoid() CAI_BehaviorHost::BackBridge_OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorHost::BackBridge_GetDefaultNavGoalTolerance() CAI_BehaviorHost::BackBridge_GetReasonableFacingDist() CAI_BehaviorHost::BackBridge_CanFlinch() CAI_BehaviorHost::BackBridge_IsCrouching() CAI_BehaviorHost::BackBridge_IsCrouchedActivity(Activity) CAI_BehaviorHost::BackBridge_QueryHearSound(CSound*) CAI_BehaviorHost::BackBridge_CanRunAScriptedNPCInteraction(bool) CAI_BehaviorHost::BackBridge_GetFlinchActivity(bool, bool) CAI_BehaviorHost::BackBridge_OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorHost::BackBridge_ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorHost::BackBridge_Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorHost::BackBridge_HandleAnimEvent(animevent_t*) CAI_BaseHumanoid::OnMoveBlocked(AIMoveResult_t*) CAI_BaseActor::StartTaskRangeAttack1(Task_t const*) CAI_BaseHumanoid::RunTaskRangeAttack1(Task_t const*) CAI_ExpresserHost::NoteSpeaking(float, float) CAI_ExpresserHost::Speak(char const*, char const*, char*, unsigned int, IRecipientFilter*) CAI_ExpresserHost::PostSpeakDispatchResponse(char const*, AI_Response&) CAI_BaseActor::OnNewLookTarget() CAI_BaseActor::PickLookTarget(bool, float, float) CAI_BaseActor::PickLookTarget(CAI_InterestTarget&, bool, float, float) CAI_BaseActor::PickTacticalLookTarget(AILookTargetArgs_t*) CAI_BaseActor::PickRandomLookTarget(AILookTargetArgs_t*) CAI_BaseActor::MakeRandomLookTarget(AILookTargetArgs_t*, float, float) CAI_BaseActor::HasActiveLookTargets() CAI_BaseActor::OnSelectedLookTarget(AILookTargetArgs_t*) CAI_BaseActor::ClearLookTarget(CBaseEntity*) CAI_BaseActor::ExpireCurrentRandomLookTarget() CAI_BaseActor::GetHeadDebounce() CAI_BaseActor::ValidHeadTarget(Vector const&) CAI_BaseActor::HeadTargetValidity(Vector const&) CAI_BaseActor::PlayExpressionForState(NPC_STATE) CAI_BaseActor::SelectRandomExpressionForState(NPC_STATE) CAI_BaseActor::UseSemaphore() CAI_BaseActor::CreateExpresser() vtable for CAI_BaseFlyingBot CAI_BaseFlyingBot::~CAI_BaseFlyingBot() CAI_BaseFlyingBot::~CAI_BaseFlyingBot() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CAI_BaseNPC::GetServerClass() CAI_BaseNPC::YouForgotToImplementOrDeclareServerClass() CAI_BaseFlyingBot::GetDataDescMap() CBaseCombatCharacter::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CAI_BaseNPC::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CAI_BaseNPC::GetTracerType() CBaseCombatCharacter::Spawn() CAI_BaseNPC::Precache() CBaseFlex::SetModel(char const*) CBaseAnimating::OnNewModel() CAI_BaseNPC::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAI_BaseNPC::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_BaseNPC::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_BaseNPC::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CAI_BaseNPC::DrawDebugGeometryOverlays() CAI_BaseNPC::DrawDebugTextOverlays() CAI_BaseNPC::Save(ISave&) CAI_BaseNPC::Restore(IRestore&) CAI_BaseNPC::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_BaseNPC::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CAI_BaseNPC::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CAI_BaseNPC::PassesDamageFilter(CTakeDamageInfo const&) CAI_BaseNPC::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseCombatCharacter::TakeHealth(float, int) CBaseEntity::IsAlive() CAI_BaseNPC::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CAI_BaseNPC::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CAI_BaseNPC::IsMoving() CBaseEntity::DamageDecal(int, int) CAI_BaseNPC::DecalTrace(CGameTrace*, char const*) CAI_BaseNPC::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CAI_BaseNPC::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseCombatCharacter::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CAI_BaseNPC::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CAI_BaseNPC::GetEnemy() CAI_BaseNPC::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CAI_BaseNPC::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_BaseNPC::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CAI_BaseNPC::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CAI_BaseNPC::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CAI_BaseNPC::FireBullets(FireBulletsInfo_t const&) CAI_BaseNPC::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CAI_BaseNPC::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CAI_BaseNPC::NetworkStateChanged_m_lifeState() CAI_BaseNPC::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CAI_BaseNPC::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CAI_BaseNPC::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CAI_BaseNPC::GetSmoothedVelocity() CAI_BaseFlyingBot::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CAI_BaseNPC::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CAI_BaseNPC::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CAI_BaseNPC::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CAI_BaseNPC::HandleAnimEvent(animevent_t*) CAI_BaseNPC::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CAI_BaseNPC::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBaseCombatCharacter::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CAI_BaseNPC::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CAI_BaseNPC::HandleInteraction(int, void*, CBaseCombatCharacter*) CAI_BaseFlyingBot::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CAI_BaseNPC::HeadDirection2D() CAI_BaseNPC::HeadDirection3D() CAI_BaseNPC::EyeDirection2D() CAI_BaseNPC::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CAI_BaseNPC::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) CAI_BaseNPC::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CAI_BaseNPC::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dying(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CAI_BaseNPC::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BaseNPC::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CAI_BaseNPC::Event_Gibbed(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBaseCombatCharacter::IsInAVehicle() const CBaseCombatCharacter::GetVehicle() CBaseCombatCharacter::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::DoMuzzleFlash() CAI_BaseNPC::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CAI_BaseNPC::AddClassRelationship(Class_T, Disposition_t, int) CAI_BaseNPC::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBaseCombatCharacter::NetworkStateChanged_m_iAmmo() CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void*) CAI_BaseNPC::NPCInit() CAI_BaseNPC::PostNPCInit() CAI_BaseNPC::StartNPC() CAI_BaseNPC::CleanupOnDeath(CBaseEntity*, bool) CAI_BaseNPC::CreateComponents() CAI_BaseNPC::CreateSenses() CAI_BaseNPC::CreateMoveProbe() CAI_BaseNPC::CreateMotor() CAI_BaseNPC::CreateLocalNavigator() CAI_BaseNPC::CreateNavigator() CAI_BaseNPC::CreatePathfinder() CAI_BaseNPC::CreateTacticalServices() CAI_BaseNPC::NPCThink() CAI_BaseNPC::RunAI() CAI_BaseNPC::GatherConditions() CAI_BaseNPC::PrescheduleThink() CAI_BaseNPC::PostscheduleThink() CAI_BaseNPC::OnScheduleChange() CAI_BaseNPC::OnStartSchedule(int) CAI_BaseNPC::SelectSchedule() CAI_BaseNPC::SelectFailSchedule(int, int, int) CAI_BaseNPC::TranslateSchedule(int) CAI_BaseFlyingBot::StartTask(Task_t const*) CAI_BaseNPC::RunTask(Task_t const*) CAI_BaseNPC::IsInterruptable() CAI_BaseNPC::OnStartScene() CAI_BaseNPC::ShouldPlayerAvoid() CAI_BaseNPC::SetPlayerAvoidState() CAI_BaseNPC::PlayerPenetratingVPhysics() CAI_BaseNPC::ShouldAlwaysThink() CAI_BaseNPC::LineOfSightDist(Vector const&, float) CAI_BaseNPC::PostRunStopMoving() CAI_BaseNPC::StartTask(Task_t*) CAI_BaseNPC::RunTask(Task_t*) CAI_BaseNPC::GetSchedule(int) CAI_BaseNPC::GetLocalScheduleId(int) CAI_BaseNPC::GetGlobalScheduleId(int) CAI_BaseNPC::TaskFail(int) CAI_BaseNPC::TaskName(int) CAI_BaseNPC::GetLocalTaskId(int) CAI_BaseNPC::GetSchedulingErrorName() CAI_BaseNPC::LoadedSchedules() CAI_BaseNPC::BuildScheduleTestBits() CAI_BaseNPC::GetNewSchedule() CAI_BaseNPC::GetFailSchedule() CAI_BaseNPC::CanFlinch() CAI_BaseNPC::CheckFlinches() CAI_BaseNPC::PlayFlinchGesture() CAI_BaseNPC::IsAllowedToDodge() CAI_BaseNPC::SelectDeadSchedule() CAI_BaseNPC::GetRunningBehavior() CAI_BaseNPC::ShouldAcceptGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnClearGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnBehaviorChangeStatus(CAI_BehaviorBase*, bool) CAI_BaseNPC::AccessBehaviors() CAI_BaseNPC::NumBehaviors() CAI_BaseNPC::ConditionName(int) CAI_BaseNPC::RemoveIgnoredConditions() CAI_BaseNPC::SelectIdealState() CAI_BaseNPC::ShouldGoToIdleState() CAI_BaseNPC::OnStateChange(NPC_STATE, NPC_STATE) CAI_BaseNPC::UpdateEfficiency(bool) CAI_BaseNPC::Wake(bool) CAI_BaseNPC::SetActivity(Activity) CAI_BaseNPC::IsActivityMovementPhased(Activity) CAI_BaseNPC::OnChangeActivity(Activity) CAI_BaseNPC::QueryHearSound(CSound*) CAI_BaseNPC::QuerySeeEntity(CBaseEntity*, bool) CAI_BaseNPC::OnLooked(int) CAI_BaseNPC::OnListened() CAI_BaseNPC::OnSeeEntity(CBaseEntity*) CAI_BaseNPC::ShouldNotDistanceCull() CAI_BaseNPC::GetSoundInterests() CAI_BaseNPC::GetSoundPriority(CSound*) CAI_BaseNPC::GetBestSound(int) CAI_BaseNPC::GetBestScent() CAI_BaseNPC::HearingSensitivity() CAI_BaseNPC::ShouldIgnoreSound(CSound*) CAI_BaseNPC::ClearSenseConditions() CAI_BaseNPC::BestEnemy() CAI_BaseNPC::IsValidEnemy(CBaseEntity*) CAI_BaseNPC::CanBeAnEnemyOf(CBaseEntity*) CAI_BaseNPC::ShouldChooseNewEnemy() CAI_BaseNPC::GatherEnemyConditions(CBaseEntity*) CAI_BaseNPC::EnemyDistTolerance() CAI_BaseNPC::StartTargetHandling(CBaseEntity*) CAI_BaseNPC::CreateCustomTarget(Vector const&, float) CAI_BaseNPC::ShouldPickADeathPose() CAI_BaseNPC::AllowedToIgnite() CAI_BaseNPC::GetGoalRepathTolerance(CBaseEntity*, GoalType_t, Vector const&, Vector const&) CAI_BaseNPC::IsCommandable() CAI_BaseNPC::IsPlayerAlly(CBasePlayer*) CAI_BaseNPC::IsMedic() CAI_BaseNPC::IsCommandMoving() CAI_BaseNPC::ShouldAutoSummon() CAI_BaseNPC::SetCommandGoal(Vector const&) CAI_BaseNPC::ClearCommandGoal() CAI_BaseNPC::OnTargetOrder() CAI_BaseNPC::OnMoveOrder() CAI_BaseNPC::IsValidCommandTarget(CBaseEntity*) CAI_BaseNPC::OnMoveToCommandGoalFailed() CAI_BaseNPC::GetSquadCommandRepresentative() CAI_BaseNPC::TargetOrder(CBaseEntity*, CAI_BaseNPC**, int) CAI_BaseNPC::MoveOrder(Vector const&, CAI_BaseNPC**, int) CAI_BaseNPC::CanBeUsedAsAFriend() CAI_BaseNPC::CanRunAScriptedNPCInteraction(bool) CAI_BaseNPC::CanPlaySequence(bool, int) CAI_BaseNPC::CanPlaySentence(bool) CAI_BaseNPC::PlaySentence(char const*, float, float, soundlevel_t, CBaseEntity*) CAI_BaseNPC::PlayScriptedSentence(char const*, float, float, soundlevel_t, bool, CBaseEntity*) CAI_BaseNPC::FOkToMakeSound(int) CAI_BaseNPC::JustMadeSound(int, float) CAI_BaseNPC::DeathSound(CTakeDamageInfo const&) CAI_BaseNPC::AlertSound() CAI_BaseNPC::IdleSound() CAI_BaseNPC::PainSound(CTakeDamageInfo const&) CAI_BaseNPC::FearSound() CAI_BaseNPC::LostEnemySound() CAI_BaseNPC::FoundEnemySound() CAI_BaseNPC::BarnacleDeathSound() CAI_BaseNPC::SpeakSentence(int) CAI_BaseNPC::ShouldPlayIdleSound() CAI_BaseNPC::MakeAIFootstepSound(float, float) CAI_BaseNPC::GetExpresser() CAI_BaseNPC::CanRespondToEvent(char const*) CAI_BaseNPC::RespondedTo(char const*, bool, bool) CAI_BaseNPC::PlayerHasIlluminatedNPC(CBasePlayer*, float) CAI_BaseNPC::CapabilitiesGet() const CAI_BaseNPC::IsNavigationUrgent() CAI_BaseNPC::ShouldFailNav(bool) CAI_BaseNPC::ShouldBruteForceFailedNav() CAI_BaseNPC::GetTimeToNavGoal() CAI_BaseNPC::MovementCost(int, Vector const&, Vector const&, float*) CAI_BaseNPC::CalcIdealYaw(Vector const&) CAI_BaseNPC::MaxYawSpeed() CAI_BaseNPC::AddFacingTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddFacingTarget(Vector const&, float, float, float) CAI_BaseNPC::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_BaseNPC::GetFacingDirection(Vector&) CAI_BaseNPC::IsJumpLegal(Vector const&, Vector const&, Vector const&) const CAI_BaseNPC::StepHeight() const CAI_BaseNPC::GetMaxJumpSpeed() const CAI_BaseNPC::GetJumpGravity() const CAI_BaseNPC::OverrideMove(float) CAI_BaseNPC::OverrideMoveFacing(AILocalMoveGoal_t const&, float) CAI_BaseNPC::IsUnusableNode(int, CAI_Hint*) CAI_BaseNPC::ValidateNavGoal() CAI_BaseNPC::IsCurTaskContinuousMove() CAI_BaseNPC::IsValidMoveAwayDest(Vector const&) CAI_BaseNPC::OnMovementFailed() CAI_BaseNPC::OnMovementComplete() CAI_BaseNPC::IsUnreachable(CBaseEntity*) CAI_BaseNPC::CalcYawSpeed() CAI_BaseNPC::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructingDoor(AILocalMoveGoal_t*, CBaseDoor*, float, AIMoveResult_t*) CAI_BaseNPC::OnUpcomingPropDoor(AILocalMoveGoal_t*, CBasePropDoor*, float, AIMoveResult_t*) CAI_BaseNPC::GetNodeViewOffset() CAI_BaseNPC::EyeOffset(Activity) CAI_BaseNPC::EyeLookTarget() CAI_BaseNPC::AddLookTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddLookTarget(Vector const&, float, float, float) CAI_BaseNPC::SetHeadDirection(Vector const&, float) CAI_BaseNPC::MaintainLookTargets(float) CAI_BaseNPC::ValidEyeTarget(Vector const&) CAI_BaseNPC::FacingPosition() CAI_BaseNPC::MaintainTurnActivity() CAI_BaseNPC::AimGun() CAI_BaseNPC::SetAim(Vector const&) CAI_BaseNPC::RelaxAim() CAI_BaseNPC::GetAlternateMoveShootTarget() CAI_BaseNPC::InputOutsideTransition(inputdata_t&) CAI_BaseNPC::InputInsideTransition(inputdata_t&) CAI_BaseNPC::SetScriptedScheduleIgnoreConditions(Interruptability_t) CAI_BaseNPC::ScheduledMoveToGoalEntity(int, CBaseEntity*, Activity) CAI_BaseNPC::ScheduledFollowPath(int, CBaseEntity*, Activity) CAI_BaseNPC::GetEnemies() CAI_BaseNPC::RemoveMemory() CAI_BaseNPC::UpdateEnemyMemory(CBaseEntity*, Vector const&, CBaseEntity*) CAI_BaseNPC::GetReactionDelay(CBaseEntity*) CAI_BaseNPC::CanHolsterWeapon() CAI_BaseNPC::HolsterWeapon() CAI_BaseNPC::UnholsterWeapon() CAI_BaseNPC::OnRangeAttack1() CAI_BaseNPC::OnUpdateShotRegulator() CAI_BaseNPC::InitSquad() CAI_BaseNPC::SquadSlotName(int) CAI_BaseNPC::SetSquad(CAI_Squad*) CAI_BaseNPC::IsSilentSquadMember() const CAI_BaseNPC::FindCoverPos(CBaseEntity*, Vector*) CAI_BaseNPC::FindCoverPosInRadius(CBaseEntity*, Vector const&, float, Vector*) CAI_BaseNPC::FindCoverPos(CSound*, Vector*) CAI_BaseNPC::IsValidCover(Vector const&, CAI_Hint const*) CAI_BaseNPC::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BaseNPC::TestShootPosition(Vector const&, Vector const&) CAI_BaseNPC::IsCoverPosition(Vector const&, Vector const&) CAI_BaseNPC::CoverRadius() CAI_BaseNPC::GetMaxTacticalLateralMovement() CAI_BaseNPC::OnChangeHintGroup(string_t, string_t) CAI_BaseNPC::ShouldFadeOnDeath() CAI_BaseNPC::RangeAttack1Conditions(float, float) CAI_BaseNPC::RangeAttack2Conditions(float, float) CAI_BaseNPC::MeleeAttack1Conditions(float, float) CAI_BaseNPC::MeleeAttack2Conditions(float, float) CAI_BaseNPC::InnateRange1MinRange() CAI_BaseNPC::InnateRange1MaxRange() CAI_BaseNPC::OnBeginMoveAndShoot() CAI_BaseNPC::OnEndMoveAndShoot() CAI_BaseNPC::UseAttackSquadSlots() CAI_BaseNPC::FindNamedEntity(char const*, IEntityFindFilter*) CAI_BaseNPC::ClearAttackConditions() CAI_BaseNPC::ShouldLookForBetterWeapon() CAI_BaseNPC::GiveWeapon(string_t) CAI_BaseNPC::OnGivenWeapon(CBaseCombatWeapon*) CAI_BaseNPC::WeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::CurrentWeaponLOSCondition(Vector const&, bool) CAI_BaseNPC::IsWaitingToRappel() CAI_BaseNPC::BeginRappel() CAI_BaseFlyingBot::TranslateNavGoal(CBaseEntity*, Vector&) CAI_BaseNPC::GetDefaultNavGoalTolerance() CAI_BaseNPC::FCanCheckAttacks() CAI_BaseNPC::CheckAmmo() CAI_BaseNPC::FValidateHintType(CAI_Hint*) CAI_BaseNPC::GetHintActivity(short, Activity) CAI_BaseNPC::GetHintDelay(short) CAI_BaseNPC::GetCoverActivity(CAI_Hint*) CAI_BaseNPC::GetReloadActivity(CAI_Hint*) CAI_BaseNPC::SetTurnActivity() CAI_BaseNPC::GetHitgroupDamageMultiplier(int, CTakeDamageInfo const&) CAI_BaseNPC::PlayerInSpread(Vector const&, Vector const&, float, float, bool) CAI_BaseNPC::InnateWeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::GetFlinchActivity(bool, bool) CAI_BaseNPC::GetShootEnemyDir(Vector const&, bool) CAI_BaseNPC::CollectShotStats(Vector const&, Vector const&) CAI_BaseNPC::ShouldMoveAndShoot() CAI_BaseNPC::IsLightDamage(CTakeDamageInfo const&) CAI_BaseNPC::IsHeavyDamage(CTakeDamageInfo const&) CAI_BaseNPC::PickupWeapon(CBaseCombatWeapon*) CAI_BaseNPC::PickupItem(CBaseEntity*) CAI_BaseNPC::NotifyDeadFriend(CBaseEntity*) CAI_BaseNPC::CalcReasonableFacing(bool) CAI_BaseNPC::IsValidReasonableFacing(Vector const&, float) CAI_BaseNPC::GetReasonableFacingDist() CAI_BaseNPC::GetClassScheduleIdSpace() CAI_BaseNPC::GetSquadSlotDebugName(int) CAI_BaseNPC::IsCrouching() CAI_BaseNPC::Crouch() CAI_BaseNPC::Stand() CAI_BaseNPC::DesireCrouch() CAI_BaseNPC::IsCrouchedActivity(Activity) CAI_BaseNPC::GetCrouchEyeOffset() CAI_BaseNPC::GetCrouchGunOffset() CAI_BaseNPC::ReportAIState() CAI_BaseNPC::ReportOverThinkLimit(float) CAI_BaseNPC::ShouldProbeCollideAgainstEntity(CBaseEntity*) CAI_BaseFlyingBot::MinGroundDist() CAI_BaseFlyingBot::GetHeadTurnRate() (pure virtual function) vtable for CAI_BaseHumanoid CAI_BaseHumanoid::~CAI_BaseHumanoid() CAI_BaseHumanoid::~CAI_BaseHumanoid() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CAI_BaseNPC::GetServerClass() CAI_BaseNPC::YouForgotToImplementOrDeclareServerClass() CAI_BaseNPC::GetDataDescMap() CBaseCombatCharacter::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CAI_BaseNPC::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CAI_BaseNPC::GetTracerType() CBaseCombatCharacter::Spawn() CAI_BehaviorHost::Precache() CBaseFlex::SetModel(char const*) CBaseAnimating::OnNewModel() CAI_BaseNPC::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAI_BaseNPC::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_BaseNPC::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_BaseNPC::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CAI_BaseNPC::DrawDebugGeometryOverlays() CAI_BaseNPC::DrawDebugTextOverlays() CAI_BehaviorHost::Save(ISave&) CAI_BehaviorHost::Restore(IRestore&) CAI_BaseNPC::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_BehaviorHost::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CAI_BaseNPC::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CAI_BaseNPC::PassesDamageFilter(CTakeDamageInfo const&) CAI_BaseHumanoid::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseCombatCharacter::TakeHealth(float, int) CBaseEntity::IsAlive() CAI_BehaviorHost::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CAI_BaseNPC::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CAI_BaseNPC::IsMoving() CBaseEntity::DamageDecal(int, int) CAI_BaseNPC::DecalTrace(CGameTrace*, char const*) CAI_BaseNPC::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CAI_BaseNPC::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseCombatCharacter::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CAI_BaseNPC::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CAI_BaseNPC::GetEnemy() CAI_BaseNPC::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CAI_BaseNPC::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_BehaviorHost::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CAI_BehaviorHost::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CAI_BaseNPC::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CAI_BaseNPC::FireBullets(FireBulletsInfo_t const&) CAI_BaseNPC::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CAI_BehaviorHost::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CAI_BaseNPC::NetworkStateChanged_m_lifeState() CAI_BaseNPC::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CAI_BaseNPC::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CAI_BaseNPC::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CAI_BaseNPC::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CAI_BaseNPC::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CAI_BaseNPC::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CAI_BaseNPC::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CAI_BehaviorHost::HandleAnimEvent(animevent_t*) CAI_BaseNPC::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CAI_BaseNPC::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBaseCombatCharacter::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CAI_BaseNPC::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CAI_BaseHumanoid::HandleInteraction(int, void*, CBaseCombatCharacter*) CBaseCombatCharacter::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CAI_BaseNPC::HeadDirection2D() CAI_BaseNPC::HeadDirection3D() CAI_BaseNPC::EyeDirection2D() CAI_BaseNPC::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CAI_BehaviorHost::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) CAI_BaseNPC::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CAI_BehaviorHost::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dying(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CAI_BehaviorHost::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BaseNPC::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CAI_BaseNPC::Event_Gibbed(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBaseCombatCharacter::IsInAVehicle() const CBaseCombatCharacter::GetVehicle() CBaseCombatCharacter::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::DoMuzzleFlash() CAI_BaseNPC::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CAI_BaseNPC::AddClassRelationship(Class_T, Disposition_t, int) CAI_BehaviorHost::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBaseCombatCharacter::NetworkStateChanged_m_iAmmo() CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void*) CAI_BehaviorHost::NPCInit() CAI_BaseNPC::PostNPCInit() CAI_BaseNPC::StartNPC() CAI_BehaviorHost::CleanupOnDeath(CBaseEntity*, bool) CAI_BehaviorHost::CreateComponents() CAI_BaseNPC::CreateSenses() CAI_BaseNPC::CreateMoveProbe() CAI_BlendingHost >::CreateMotor() CAI_BaseNPC::CreateLocalNavigator() CAI_BlendingHost >::CreateNavigator() CAI_BaseNPC::CreatePathfinder() CAI_BaseNPC::CreateTacticalServices() CAI_BaseNPC::NPCThink() CAI_BaseNPC::RunAI() CAI_BehaviorHost::GatherConditions() CAI_BehaviorHost::PrescheduleThink() CAI_BaseNPC::PostscheduleThink() CAI_BehaviorHost::OnScheduleChange() CAI_BehaviorHost::OnStartSchedule(int) CAI_BehaviorHost::SelectSchedule() CAI_BehaviorHost::SelectFailSchedule(int, int, int) CAI_BehaviorHost::TranslateSchedule(int) CAI_BaseHumanoid::StartTask(Task_t const*) CAI_BaseHumanoid::RunTask(Task_t const*) CAI_BehaviorHost::IsInterruptable() CAI_BaseNPC::OnStartScene() CAI_BehaviorHost::ShouldPlayerAvoid() CAI_BaseNPC::SetPlayerAvoidState() CAI_BaseNPC::PlayerPenetratingVPhysics() CAI_BehaviorHost::ShouldAlwaysThink() CAI_BaseNPC::LineOfSightDist(Vector const&, float) CAI_BaseNPC::PostRunStopMoving() CAI_BaseNPC::StartTask(Task_t*) CAI_BaseNPC::RunTask(Task_t*) CAI_BehaviorHost::GetSchedule(int) CAI_BaseNPC::GetLocalScheduleId(int) CAI_BaseNPC::GetGlobalScheduleId(int) CAI_BaseNPC::TaskFail(int) CAI_BehaviorHost::TaskName(int) CAI_BaseNPC::GetLocalTaskId(int) CAI_BaseNPC::GetSchedulingErrorName() CAI_BaseNPC::LoadedSchedules() CAI_BaseHumanoid::BuildScheduleTestBits() CAI_BehaviorHost::GetNewSchedule() CAI_BehaviorHost::GetFailSchedule() CAI_BehaviorHost::CanFlinch() CAI_BaseNPC::CheckFlinches() CAI_BaseNPC::PlayFlinchGesture() CAI_BaseNPC::IsAllowedToDodge() CAI_BaseNPC::SelectDeadSchedule() CAI_BehaviorHost::GetRunningBehavior() CAI_BaseNPC::ShouldAcceptGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnClearGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BehaviorHost::OnBehaviorChangeStatus(CAI_BehaviorBase*, bool) CAI_BehaviorHost::AccessBehaviors() CAI_BehaviorHost::NumBehaviors() CAI_BaseNPC::ConditionName(int) CAI_BaseNPC::RemoveIgnoredConditions() CAI_BaseNPC::SelectIdealState() CAI_BaseNPC::ShouldGoToIdleState() CAI_BaseNPC::OnStateChange(NPC_STATE, NPC_STATE) CAI_BaseNPC::UpdateEfficiency(bool) CAI_BaseNPC::Wake(bool) CAI_BaseNPC::SetActivity(Activity) CAI_BaseNPC::IsActivityMovementPhased(Activity) CAI_BaseNPC::OnChangeActivity(Activity) CAI_BehaviorHost::QueryHearSound(CSound*) CAI_BaseNPC::QuerySeeEntity(CBaseEntity*, bool) CAI_BaseNPC::OnLooked(int) CAI_BaseNPC::OnListened() CAI_BehaviorHost::OnSeeEntity(CBaseEntity*) CAI_BaseNPC::ShouldNotDistanceCull() CAI_BaseNPC::GetSoundInterests() CAI_BaseNPC::GetSoundPriority(CSound*) CAI_BaseNPC::GetBestSound(int) CAI_BaseNPC::GetBestScent() CAI_BaseNPC::HearingSensitivity() CAI_BehaviorHost::ShouldIgnoreSound(CSound*) CAI_BaseNPC::ClearSenseConditions() CAI_BehaviorHost::BestEnemy() CAI_BehaviorHost::IsValidEnemy(CBaseEntity*) CAI_BaseNPC::CanBeAnEnemyOf(CBaseEntity*) CAI_BaseNPC::ShouldChooseNewEnemy() CAI_BaseNPC::GatherEnemyConditions(CBaseEntity*) CAI_BaseNPC::EnemyDistTolerance() CAI_BaseNPC::StartTargetHandling(CBaseEntity*) CAI_BaseNPC::CreateCustomTarget(Vector const&, float) CAI_BaseNPC::ShouldPickADeathPose() CAI_BaseNPC::AllowedToIgnite() CAI_BaseNPC::GetGoalRepathTolerance(CBaseEntity*, GoalType_t, Vector const&, Vector const&) CAI_BaseNPC::IsCommandable() CAI_BaseNPC::IsPlayerAlly(CBasePlayer*) CAI_BaseNPC::IsMedic() CAI_BaseNPC::IsCommandMoving() CAI_BaseNPC::ShouldAutoSummon() CAI_BaseNPC::SetCommandGoal(Vector const&) CAI_BaseNPC::ClearCommandGoal() CAI_BaseNPC::OnTargetOrder() CAI_BaseNPC::OnMoveOrder() CAI_BaseNPC::IsValidCommandTarget(CBaseEntity*) CAI_BaseNPC::OnMoveToCommandGoalFailed() CAI_BaseNPC::GetSquadCommandRepresentative() CAI_BaseNPC::TargetOrder(CBaseEntity*, CAI_BaseNPC**, int) CAI_BaseNPC::MoveOrder(Vector const&, CAI_BaseNPC**, int) CAI_BaseNPC::CanBeUsedAsAFriend() CAI_BehaviorHost::CanRunAScriptedNPCInteraction(bool) CAI_BaseNPC::CanPlaySequence(bool, int) CAI_BaseNPC::CanPlaySentence(bool) CAI_BaseNPC::PlaySentence(char const*, float, float, soundlevel_t, CBaseEntity*) CAI_BaseNPC::PlayScriptedSentence(char const*, float, float, soundlevel_t, bool, CBaseEntity*) CAI_BaseNPC::FOkToMakeSound(int) CAI_BaseNPC::JustMadeSound(int, float) CAI_BaseNPC::DeathSound(CTakeDamageInfo const&) CAI_BaseNPC::AlertSound() CAI_BaseNPC::IdleSound() CAI_BaseNPC::PainSound(CTakeDamageInfo const&) CAI_BaseNPC::FearSound() CAI_BaseNPC::LostEnemySound() CAI_BaseNPC::FoundEnemySound() CAI_BaseNPC::BarnacleDeathSound() CAI_BaseNPC::SpeakSentence(int) CAI_BaseNPC::ShouldPlayIdleSound() CAI_BaseNPC::MakeAIFootstepSound(float, float) CAI_BaseNPC::GetExpresser() CAI_BaseNPC::CanRespondToEvent(char const*) CAI_BaseNPC::RespondedTo(char const*, bool, bool) CAI_BaseNPC::PlayerHasIlluminatedNPC(CBasePlayer*, float) CAI_BaseNPC::CapabilitiesGet() const CAI_BehaviorHost::IsNavigationUrgent() CAI_BaseNPC::ShouldFailNav(bool) CAI_BaseNPC::ShouldBruteForceFailedNav() CAI_BlendingHost >::GetTimeToNavGoal() CAI_BaseNPC::MovementCost(int, Vector const&, Vector const&, float*) CAI_BaseNPC::CalcIdealYaw(Vector const&) CAI_BlendingHost >::MaxYawSpeed() CAI_BaseNPC::AddFacingTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddFacingTarget(Vector const&, float, float, float) CAI_BaseNPC::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_BaseNPC::GetFacingDirection(Vector&) CAI_BaseNPC::IsJumpLegal(Vector const&, Vector const&, Vector const&) const CAI_BaseNPC::StepHeight() const CAI_BaseNPC::GetMaxJumpSpeed() const CAI_BaseNPC::GetJumpGravity() const CAI_BaseNPC::OverrideMove(float) CAI_BaseNPC::OverrideMoveFacing(AILocalMoveGoal_t const&, float) CAI_BaseNPC::IsUnusableNode(int, CAI_Hint*) CAI_BaseNPC::ValidateNavGoal() CAI_BehaviorHost::IsCurTaskContinuousMove() CAI_BaseNPC::IsValidMoveAwayDest(Vector const&) CAI_BehaviorHost::OnMovementFailed() CAI_BehaviorHost::OnMovementComplete() CAI_BaseNPC::IsUnreachable(CBaseEntity*) CAI_BaseNPC::CalcYawSpeed() CAI_BehaviorHost::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructingDoor(AILocalMoveGoal_t*, CBaseDoor*, float, AIMoveResult_t*) CAI_BaseNPC::OnUpcomingPropDoor(AILocalMoveGoal_t*, CBasePropDoor*, float, AIMoveResult_t*) CAI_BaseNPC::GetNodeViewOffset() CAI_BaseNPC::EyeOffset(Activity) CAI_BaseNPC::EyeLookTarget() CAI_BaseNPC::AddLookTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddLookTarget(Vector const&, float, float, float) CAI_BaseNPC::SetHeadDirection(Vector const&, float) CAI_BaseNPC::MaintainLookTargets(float) CAI_BaseNPC::ValidEyeTarget(Vector const&) CAI_BaseNPC::FacingPosition() CAI_BaseNPC::MaintainTurnActivity() CAI_BehaviorHost::AimGun() CAI_BaseNPC::SetAim(Vector const&) CAI_BaseNPC::RelaxAim() CAI_BaseNPC::GetAlternateMoveShootTarget() CAI_BaseNPC::InputOutsideTransition(inputdata_t&) CAI_BaseNPC::InputInsideTransition(inputdata_t&) CAI_BaseNPC::SetScriptedScheduleIgnoreConditions(Interruptability_t) CAI_BehaviorHost::ScheduledMoveToGoalEntity(int, CBaseEntity*, Activity) CAI_BehaviorHost::ScheduledFollowPath(int, CBaseEntity*, Activity) CAI_BaseNPC::GetEnemies() CAI_BaseNPC::RemoveMemory() CAI_BaseNPC::UpdateEnemyMemory(CBaseEntity*, Vector const&, CBaseEntity*) CAI_BaseNPC::GetReactionDelay(CBaseEntity*) CAI_BaseNPC::CanHolsterWeapon() CAI_BaseNPC::HolsterWeapon() CAI_BaseNPC::UnholsterWeapon() CAI_BaseNPC::OnRangeAttack1() CAI_BaseNPC::OnUpdateShotRegulator() CAI_BaseNPC::InitSquad() CAI_BaseNPC::SquadSlotName(int) CAI_BaseNPC::SetSquad(CAI_Squad*) CAI_BaseNPC::IsSilentSquadMember() const CAI_BaseNPC::FindCoverPos(CBaseEntity*, Vector*) CAI_BaseNPC::FindCoverPosInRadius(CBaseEntity*, Vector const&, float, Vector*) CAI_BaseNPC::FindCoverPos(CSound*, Vector*) CAI_BehaviorHost::IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorHost::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BaseNPC::TestShootPosition(Vector const&, Vector const&) CAI_BaseNPC::IsCoverPosition(Vector const&, Vector const&) CAI_BaseNPC::CoverRadius() CAI_BehaviorHost::GetMaxTacticalLateralMovement() CAI_BehaviorHost::OnChangeHintGroup(string_t, string_t) CAI_BaseNPC::ShouldFadeOnDeath() CAI_BaseNPC::RangeAttack1Conditions(float, float) CAI_BaseNPC::RangeAttack2Conditions(float, float) CAI_BaseNPC::MeleeAttack1Conditions(float, float) CAI_BaseNPC::MeleeAttack2Conditions(float, float) CAI_BaseNPC::InnateRange1MinRange() CAI_BaseNPC::InnateRange1MaxRange() CAI_BaseNPC::OnBeginMoveAndShoot() CAI_BaseNPC::OnEndMoveAndShoot() CAI_BaseNPC::UseAttackSquadSlots() CAI_BaseNPC::FindNamedEntity(char const*, IEntityFindFilter*) CAI_BaseNPC::ClearAttackConditions() CAI_BaseNPC::ShouldLookForBetterWeapon() CAI_BaseNPC::GiveWeapon(string_t) CAI_BaseNPC::OnGivenWeapon(CBaseCombatWeapon*) CAI_BaseNPC::WeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::CurrentWeaponLOSCondition(Vector const&, bool) CAI_BaseNPC::IsWaitingToRappel() CAI_BaseNPC::BeginRappel() CAI_BaseNPC::TranslateNavGoal(CBaseEntity*, Vector&) CAI_BehaviorHost::GetDefaultNavGoalTolerance() CAI_BaseNPC::FCanCheckAttacks() CAI_BaseHumanoid::CheckAmmo() CAI_BehaviorHost::FValidateHintType(CAI_Hint*) CAI_BaseNPC::GetHintActivity(short, Activity) CAI_BaseNPC::GetHintDelay(short) CAI_BaseNPC::GetCoverActivity(CAI_Hint*) CAI_BaseNPC::GetReloadActivity(CAI_Hint*) CAI_BaseNPC::SetTurnActivity() CAI_BaseNPC::GetHitgroupDamageMultiplier(int, CTakeDamageInfo const&) CAI_BaseNPC::PlayerInSpread(Vector const&, Vector const&, float, float, bool) CAI_BaseNPC::InnateWeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BehaviorHost::GetFlinchActivity(bool, bool) CAI_BaseNPC::GetShootEnemyDir(Vector const&, bool) CAI_BaseNPC::CollectShotStats(Vector const&, Vector const&) CAI_BaseNPC::ShouldMoveAndShoot() CAI_BaseNPC::IsLightDamage(CTakeDamageInfo const&) CAI_BaseNPC::IsHeavyDamage(CTakeDamageInfo const&) CAI_BaseNPC::PickupWeapon(CBaseCombatWeapon*) CAI_BaseNPC::PickupItem(CBaseEntity*) CAI_BaseNPC::NotifyDeadFriend(CBaseEntity*) CAI_BaseNPC::CalcReasonableFacing(bool) CAI_BaseNPC::IsValidReasonableFacing(Vector const&, float) CAI_BehaviorHost::GetReasonableFacingDist() CAI_BaseNPC::GetClassScheduleIdSpace() CAI_BaseNPC::GetSquadSlotDebugName(int) CAI_BehaviorHost::IsCrouching() CAI_BaseNPC::Crouch() CAI_BaseNPC::Stand() CAI_BaseNPC::DesireCrouch() CAI_BehaviorHost::IsCrouchedActivity(Activity) CAI_BaseNPC::GetCrouchEyeOffset() CAI_BaseNPC::GetCrouchGunOffset() CAI_BaseNPC::ReportAIState() CAI_BaseNPC::ReportOverThinkLimit(float) CAI_BaseNPC::ShouldProbeCollideAgainstEntity(CBaseEntity*) CAI_BehaviorHost::CreateBehaviors() CAI_BehaviorHost::ForceSelectedGo(CBaseEntity*, Vector const&, Vector const&, bool) CAI_BehaviorHost::ForceSelectedGoRandom() CAI_BehaviorHost::SpeakMapmakerInterruptConcept(string_t) CAI_BehaviorHost::OnChangeRunningBehavior(CAI_BehaviorBase*, CAI_BehaviorBase*) CAI_BehaviorHost::ShouldBehaviorSelectSchedule(CAI_BehaviorBase*) CAI_BehaviorHost::BackBridge_GatherConditions() CAI_BehaviorHost::BackBridge_SelectSchedule() CAI_BehaviorHost::BackBridge_TranslateSchedule(int) CAI_BehaviorHost::BackBridge_NPC_TranslateActivity(Activity) CAI_BehaviorHost::BackBridge_IsValidEnemy(CBaseEntity*) CAI_BehaviorHost::BackBridge_BestEnemy() CAI_BehaviorHost::BackBridge_IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorHost::BackBridge_IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorHost::BackBridge_GetMaxTacticalLateralMovement() CAI_BehaviorHost::BackBridge_ShouldIgnoreSound(CSound*) CAI_BehaviorHost::BackBridge_OnSeeEntity(CBaseEntity*) CAI_BehaviorHost::BackBridge_OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorHost::BackBridge_IsInterruptable() CAI_BehaviorHost::BackBridge_IsNavigationUrgent() CAI_BehaviorHost::BackBridge_ShouldPlayerAvoid() CAI_BehaviorHost::BackBridge_OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorHost::BackBridge_GetDefaultNavGoalTolerance() CAI_BehaviorHost::BackBridge_GetReasonableFacingDist() CAI_BehaviorHost::BackBridge_CanFlinch() CAI_BehaviorHost::BackBridge_IsCrouching() CAI_BehaviorHost::BackBridge_IsCrouchedActivity(Activity) CAI_BehaviorHost::BackBridge_QueryHearSound(CSound*) CAI_BehaviorHost::BackBridge_CanRunAScriptedNPCInteraction(bool) CAI_BehaviorHost::BackBridge_GetFlinchActivity(bool, bool) CAI_BehaviorHost::BackBridge_OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorHost::BackBridge_ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorHost::BackBridge_Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorHost::BackBridge_HandleAnimEvent(animevent_t*) CAI_BaseHumanoid::OnMoveBlocked(AIMoveResult_t*) CAI_BaseHumanoid::StartTaskRangeAttack1(Task_t const*) CAI_BaseHumanoid::RunTaskRangeAttack1(Task_t const*) vtable for CAI_BaseNPC CAI_BaseNPC::~CAI_BaseNPC() CAI_BaseNPC::~CAI_BaseNPC() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CAI_BaseNPC::GetServerClass() CAI_BaseNPC::YouForgotToImplementOrDeclareServerClass() CAI_BaseNPC::GetDataDescMap() CBaseCombatCharacter::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CAI_BaseNPC::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CAI_BaseNPC::GetTracerType() CBaseCombatCharacter::Spawn() CAI_BaseNPC::Precache() CBaseFlex::SetModel(char const*) CBaseAnimating::OnNewModel() CAI_BaseNPC::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAI_BaseNPC::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_BaseNPC::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_BaseNPC::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CAI_BaseNPC::DrawDebugGeometryOverlays() CAI_BaseNPC::DrawDebugTextOverlays() CAI_BaseNPC::Save(ISave&) CAI_BaseNPC::Restore(IRestore&) CAI_BaseNPC::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_BaseNPC::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CAI_BaseNPC::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CAI_BaseNPC::PassesDamageFilter(CTakeDamageInfo const&) CAI_BaseNPC::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseCombatCharacter::TakeHealth(float, int) CBaseEntity::IsAlive() CAI_BaseNPC::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CAI_BaseNPC::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CAI_BaseNPC::IsMoving() CBaseEntity::DamageDecal(int, int) CAI_BaseNPC::DecalTrace(CGameTrace*, char const*) CAI_BaseNPC::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CAI_BaseNPC::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseCombatCharacter::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CAI_BaseNPC::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CAI_BaseNPC::GetEnemy() CAI_BaseNPC::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CAI_BaseNPC::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_BaseNPC::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CAI_BaseNPC::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CAI_BaseNPC::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CAI_BaseNPC::FireBullets(FireBulletsInfo_t const&) CAI_BaseNPC::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CAI_BaseNPC::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CAI_BaseNPC::NetworkStateChanged_m_lifeState() CAI_BaseNPC::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CAI_BaseNPC::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CAI_BaseNPC::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CAI_BaseNPC::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CAI_BaseNPC::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CAI_BaseNPC::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CAI_BaseNPC::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CAI_BaseNPC::HandleAnimEvent(animevent_t*) CAI_BaseNPC::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CAI_BaseNPC::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBaseCombatCharacter::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CAI_BaseNPC::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CAI_BaseNPC::HandleInteraction(int, void*, CBaseCombatCharacter*) CBaseCombatCharacter::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CAI_BaseNPC::HeadDirection2D() CAI_BaseNPC::HeadDirection3D() CAI_BaseNPC::EyeDirection2D() CAI_BaseNPC::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CAI_BaseNPC::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) CAI_BaseNPC::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CAI_BaseNPC::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dying(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CAI_BaseNPC::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BaseNPC::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CAI_BaseNPC::Event_Gibbed(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBaseCombatCharacter::IsInAVehicle() const CBaseCombatCharacter::GetVehicle() CBaseCombatCharacter::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::DoMuzzleFlash() CAI_BaseNPC::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CAI_BaseNPC::AddClassRelationship(Class_T, Disposition_t, int) CAI_BaseNPC::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBaseCombatCharacter::NetworkStateChanged_m_iAmmo() CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void*) CAI_BaseNPC::NPCInit() CAI_BaseNPC::PostNPCInit() CAI_BaseNPC::StartNPC() CAI_BaseNPC::CleanupOnDeath(CBaseEntity*, bool) CAI_BaseNPC::CreateComponents() CAI_BaseNPC::CreateSenses() CAI_BaseNPC::CreateMoveProbe() CAI_BaseNPC::CreateMotor() CAI_BaseNPC::CreateLocalNavigator() CAI_BaseNPC::CreateNavigator() CAI_BaseNPC::CreatePathfinder() CAI_BaseNPC::CreateTacticalServices() CAI_BaseNPC::NPCThink() CAI_BaseNPC::RunAI() CAI_BaseNPC::GatherConditions() CAI_BaseNPC::PrescheduleThink() CAI_BaseNPC::PostscheduleThink() CAI_BaseNPC::OnScheduleChange() CAI_BaseNPC::OnStartSchedule(int) CAI_BaseNPC::SelectSchedule() CAI_BaseNPC::SelectFailSchedule(int, int, int) CAI_BaseNPC::TranslateSchedule(int) CAI_BaseNPC::StartTask(Task_t const*) CAI_BaseNPC::RunTask(Task_t const*) CAI_BaseNPC::IsInterruptable() CAI_BaseNPC::OnStartScene() CAI_BaseNPC::ShouldPlayerAvoid() CAI_BaseNPC::SetPlayerAvoidState() CAI_BaseNPC::PlayerPenetratingVPhysics() CAI_BaseNPC::ShouldAlwaysThink() CAI_BaseNPC::LineOfSightDist(Vector const&, float) CAI_BaseNPC::PostRunStopMoving() CAI_BaseNPC::StartTask(Task_t*) CAI_BaseNPC::RunTask(Task_t*) CAI_BaseNPC::GetSchedule(int) CAI_BaseNPC::GetLocalScheduleId(int) CAI_BaseNPC::GetGlobalScheduleId(int) CAI_BaseNPC::TaskFail(int) CAI_BaseNPC::TaskName(int) CAI_BaseNPC::GetLocalTaskId(int) CAI_BaseNPC::GetSchedulingErrorName() CAI_BaseNPC::LoadedSchedules() CAI_BaseNPC::BuildScheduleTestBits() CAI_BaseNPC::GetNewSchedule() CAI_BaseNPC::GetFailSchedule() CAI_BaseNPC::CanFlinch() CAI_BaseNPC::CheckFlinches() CAI_BaseNPC::PlayFlinchGesture() CAI_BaseNPC::IsAllowedToDodge() CAI_BaseNPC::SelectDeadSchedule() CAI_BaseNPC::GetRunningBehavior() CAI_BaseNPC::ShouldAcceptGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnClearGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnBehaviorChangeStatus(CAI_BehaviorBase*, bool) CAI_BaseNPC::AccessBehaviors() CAI_BaseNPC::NumBehaviors() CAI_BaseNPC::ConditionName(int) CAI_BaseNPC::RemoveIgnoredConditions() CAI_BaseNPC::SelectIdealState() CAI_BaseNPC::ShouldGoToIdleState() CAI_BaseNPC::OnStateChange(NPC_STATE, NPC_STATE) CAI_BaseNPC::UpdateEfficiency(bool) CAI_BaseNPC::Wake(bool) CAI_BaseNPC::SetActivity(Activity) CAI_BaseNPC::IsActivityMovementPhased(Activity) CAI_BaseNPC::OnChangeActivity(Activity) CAI_BaseNPC::QueryHearSound(CSound*) CAI_BaseNPC::QuerySeeEntity(CBaseEntity*, bool) CAI_BaseNPC::OnLooked(int) CAI_BaseNPC::OnListened() CAI_BaseNPC::OnSeeEntity(CBaseEntity*) CAI_BaseNPC::ShouldNotDistanceCull() CAI_BaseNPC::GetSoundInterests() CAI_BaseNPC::GetSoundPriority(CSound*) CAI_BaseNPC::GetBestSound(int) CAI_BaseNPC::GetBestScent() CAI_BaseNPC::HearingSensitivity() CAI_BaseNPC::ShouldIgnoreSound(CSound*) CAI_BaseNPC::ClearSenseConditions() CAI_BaseNPC::BestEnemy() CAI_BaseNPC::IsValidEnemy(CBaseEntity*) CAI_BaseNPC::CanBeAnEnemyOf(CBaseEntity*) CAI_BaseNPC::ShouldChooseNewEnemy() CAI_BaseNPC::GatherEnemyConditions(CBaseEntity*) CAI_BaseNPC::EnemyDistTolerance() CAI_BaseNPC::StartTargetHandling(CBaseEntity*) CAI_BaseNPC::CreateCustomTarget(Vector const&, float) CAI_BaseNPC::ShouldPickADeathPose() CAI_BaseNPC::AllowedToIgnite() CAI_BaseNPC::GetGoalRepathTolerance(CBaseEntity*, GoalType_t, Vector const&, Vector const&) CAI_BaseNPC::IsCommandable() CAI_BaseNPC::IsPlayerAlly(CBasePlayer*) CAI_BaseNPC::IsMedic() CAI_BaseNPC::IsCommandMoving() CAI_BaseNPC::ShouldAutoSummon() CAI_BaseNPC::SetCommandGoal(Vector const&) CAI_BaseNPC::ClearCommandGoal() CAI_BaseNPC::OnTargetOrder() CAI_BaseNPC::OnMoveOrder() CAI_BaseNPC::IsValidCommandTarget(CBaseEntity*) CAI_BaseNPC::OnMoveToCommandGoalFailed() CAI_BaseNPC::GetSquadCommandRepresentative() CAI_BaseNPC::TargetOrder(CBaseEntity*, CAI_BaseNPC**, int) CAI_BaseNPC::MoveOrder(Vector const&, CAI_BaseNPC**, int) CAI_BaseNPC::CanBeUsedAsAFriend() CAI_BaseNPC::CanRunAScriptedNPCInteraction(bool) CAI_BaseNPC::CanPlaySequence(bool, int) CAI_BaseNPC::CanPlaySentence(bool) CAI_BaseNPC::PlaySentence(char const*, float, float, soundlevel_t, CBaseEntity*) CAI_BaseNPC::PlayScriptedSentence(char const*, float, float, soundlevel_t, bool, CBaseEntity*) CAI_BaseNPC::FOkToMakeSound(int) CAI_BaseNPC::JustMadeSound(int, float) CAI_BaseNPC::DeathSound(CTakeDamageInfo const&) CAI_BaseNPC::AlertSound() CAI_BaseNPC::IdleSound() CAI_BaseNPC::PainSound(CTakeDamageInfo const&) CAI_BaseNPC::FearSound() CAI_BaseNPC::LostEnemySound() CAI_BaseNPC::FoundEnemySound() CAI_BaseNPC::BarnacleDeathSound() CAI_BaseNPC::SpeakSentence(int) CAI_BaseNPC::ShouldPlayIdleSound() CAI_BaseNPC::MakeAIFootstepSound(float, float) CAI_BaseNPC::GetExpresser() CAI_BaseNPC::CanRespondToEvent(char const*) CAI_BaseNPC::RespondedTo(char const*, bool, bool) CAI_BaseNPC::PlayerHasIlluminatedNPC(CBasePlayer*, float) CAI_BaseNPC::CapabilitiesGet() const CAI_BaseNPC::IsNavigationUrgent() CAI_BaseNPC::ShouldFailNav(bool) CAI_BaseNPC::ShouldBruteForceFailedNav() CAI_BaseNPC::GetTimeToNavGoal() CAI_BaseNPC::MovementCost(int, Vector const&, Vector const&, float*) CAI_BaseNPC::CalcIdealYaw(Vector const&) CAI_BaseNPC::MaxYawSpeed() CAI_BaseNPC::AddFacingTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddFacingTarget(Vector const&, float, float, float) CAI_BaseNPC::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_BaseNPC::GetFacingDirection(Vector&) CAI_BaseNPC::IsJumpLegal(Vector const&, Vector const&, Vector const&) const CAI_BaseNPC::StepHeight() const CAI_BaseNPC::GetMaxJumpSpeed() const CAI_BaseNPC::GetJumpGravity() const CAI_BaseNPC::OverrideMove(float) CAI_BaseNPC::OverrideMoveFacing(AILocalMoveGoal_t const&, float) CAI_BaseNPC::IsUnusableNode(int, CAI_Hint*) CAI_BaseNPC::ValidateNavGoal() CAI_BaseNPC::IsCurTaskContinuousMove() CAI_BaseNPC::IsValidMoveAwayDest(Vector const&) CAI_BaseNPC::OnMovementFailed() CAI_BaseNPC::OnMovementComplete() CAI_BaseNPC::IsUnreachable(CBaseEntity*) CAI_BaseNPC::CalcYawSpeed() CAI_BaseNPC::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructingDoor(AILocalMoveGoal_t*, CBaseDoor*, float, AIMoveResult_t*) CAI_BaseNPC::OnUpcomingPropDoor(AILocalMoveGoal_t*, CBasePropDoor*, float, AIMoveResult_t*) CAI_BaseNPC::GetNodeViewOffset() CAI_BaseNPC::EyeOffset(Activity) CAI_BaseNPC::EyeLookTarget() CAI_BaseNPC::AddLookTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddLookTarget(Vector const&, float, float, float) CAI_BaseNPC::SetHeadDirection(Vector const&, float) CAI_BaseNPC::MaintainLookTargets(float) CAI_BaseNPC::ValidEyeTarget(Vector const&) CAI_BaseNPC::FacingPosition() CAI_BaseNPC::MaintainTurnActivity() CAI_BaseNPC::AimGun() CAI_BaseNPC::SetAim(Vector const&) CAI_BaseNPC::RelaxAim() CAI_BaseNPC::GetAlternateMoveShootTarget() CAI_BaseNPC::InputOutsideTransition(inputdata_t&) CAI_BaseNPC::InputInsideTransition(inputdata_t&) CAI_BaseNPC::SetScriptedScheduleIgnoreConditions(Interruptability_t) CAI_BaseNPC::ScheduledMoveToGoalEntity(int, CBaseEntity*, Activity) CAI_BaseNPC::ScheduledFollowPath(int, CBaseEntity*, Activity) CAI_BaseNPC::GetEnemies() CAI_BaseNPC::RemoveMemory() CAI_BaseNPC::UpdateEnemyMemory(CBaseEntity*, Vector const&, CBaseEntity*) CAI_BaseNPC::GetReactionDelay(CBaseEntity*) CAI_BaseNPC::CanHolsterWeapon() CAI_BaseNPC::HolsterWeapon() CAI_BaseNPC::UnholsterWeapon() CAI_BaseNPC::OnRangeAttack1() CAI_BaseNPC::OnUpdateShotRegulator() CAI_BaseNPC::InitSquad() CAI_BaseNPC::SquadSlotName(int) CAI_BaseNPC::SetSquad(CAI_Squad*) CAI_BaseNPC::IsSilentSquadMember() const CAI_BaseNPC::FindCoverPos(CBaseEntity*, Vector*) CAI_BaseNPC::FindCoverPosInRadius(CBaseEntity*, Vector const&, float, Vector*) CAI_BaseNPC::FindCoverPos(CSound*, Vector*) CAI_BaseNPC::IsValidCover(Vector const&, CAI_Hint const*) CAI_BaseNPC::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BaseNPC::TestShootPosition(Vector const&, Vector const&) CAI_BaseNPC::IsCoverPosition(Vector const&, Vector const&) CAI_BaseNPC::CoverRadius() CAI_BaseNPC::GetMaxTacticalLateralMovement() CAI_BaseNPC::OnChangeHintGroup(string_t, string_t) CAI_BaseNPC::ShouldFadeOnDeath() CAI_BaseNPC::RangeAttack1Conditions(float, float) CAI_BaseNPC::RangeAttack2Conditions(float, float) CAI_BaseNPC::MeleeAttack1Conditions(float, float) CAI_BaseNPC::MeleeAttack2Conditions(float, float) CAI_BaseNPC::InnateRange1MinRange() CAI_BaseNPC::InnateRange1MaxRange() CAI_BaseNPC::OnBeginMoveAndShoot() CAI_BaseNPC::OnEndMoveAndShoot() CAI_BaseNPC::UseAttackSquadSlots() CAI_BaseNPC::FindNamedEntity(char const*, IEntityFindFilter*) CAI_BaseNPC::ClearAttackConditions() CAI_BaseNPC::ShouldLookForBetterWeapon() CAI_BaseNPC::GiveWeapon(string_t) CAI_BaseNPC::OnGivenWeapon(CBaseCombatWeapon*) CAI_BaseNPC::WeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::CurrentWeaponLOSCondition(Vector const&, bool) CAI_BaseNPC::IsWaitingToRappel() CAI_BaseNPC::BeginRappel() CAI_BaseNPC::TranslateNavGoal(CBaseEntity*, Vector&) CAI_BaseNPC::GetDefaultNavGoalTolerance() CAI_BaseNPC::FCanCheckAttacks() CAI_BaseNPC::CheckAmmo() CAI_BaseNPC::FValidateHintType(CAI_Hint*) CAI_BaseNPC::GetHintActivity(short, Activity) CAI_BaseNPC::GetHintDelay(short) CAI_BaseNPC::GetCoverActivity(CAI_Hint*) CAI_BaseNPC::GetReloadActivity(CAI_Hint*) CAI_BaseNPC::SetTurnActivity() CAI_BaseNPC::GetHitgroupDamageMultiplier(int, CTakeDamageInfo const&) CAI_BaseNPC::PlayerInSpread(Vector const&, Vector const&, float, float, bool) CAI_BaseNPC::InnateWeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::GetFlinchActivity(bool, bool) CAI_BaseNPC::GetShootEnemyDir(Vector const&, bool) CAI_BaseNPC::CollectShotStats(Vector const&, Vector const&) CAI_BaseNPC::ShouldMoveAndShoot() CAI_BaseNPC::IsLightDamage(CTakeDamageInfo const&) CAI_BaseNPC::IsHeavyDamage(CTakeDamageInfo const&) CAI_BaseNPC::PickupWeapon(CBaseCombatWeapon*) CAI_BaseNPC::PickupItem(CBaseEntity*) CAI_BaseNPC::NotifyDeadFriend(CBaseEntity*) CAI_BaseNPC::CalcReasonableFacing(bool) CAI_BaseNPC::IsValidReasonableFacing(Vector const&, float) CAI_BaseNPC::GetReasonableFacingDist() CAI_BaseNPC::GetClassScheduleIdSpace() CAI_BaseNPC::GetSquadSlotDebugName(int) CAI_BaseNPC::IsCrouching() CAI_BaseNPC::Crouch() CAI_BaseNPC::Stand() CAI_BaseNPC::DesireCrouch() CAI_BaseNPC::IsCrouchedActivity(Activity) CAI_BaseNPC::GetCrouchEyeOffset() CAI_BaseNPC::GetCrouchGunOffset() CAI_BaseNPC::ReportAIState() CAI_BaseNPC::ReportOverThinkLimit(float) CAI_BaseNPC::ShouldProbeCollideAgainstEntity(CBaseEntity*) vtable for CAI_BaseNPCFlyerNew CAI_BaseNPCFlyerNew::~CAI_BaseNPCFlyerNew() CAI_BaseNPCFlyerNew::~CAI_BaseNPCFlyerNew() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CAI_BaseNPC::GetServerClass() CAI_BaseNPC::YouForgotToImplementOrDeclareServerClass() CAI_BaseNPC::GetDataDescMap() CBaseCombatCharacter::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CAI_BaseNPC::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CAI_BaseNPC::GetTracerType() CBaseCombatCharacter::Spawn() CAI_BaseNPC::Precache() CBaseFlex::SetModel(char const*) CBaseAnimating::OnNewModel() CAI_BaseNPC::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAI_BaseNPC::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_BaseNPC::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_BaseNPC::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CAI_BaseNPC::DrawDebugGeometryOverlays() CAI_BaseNPC::DrawDebugTextOverlays() CAI_BaseNPC::Save(ISave&) CAI_BaseNPC::Restore(IRestore&) CAI_BaseNPC::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_BaseNPC::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CAI_BaseNPC::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CAI_BaseNPC::PassesDamageFilter(CTakeDamageInfo const&) CAI_BaseNPC::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseCombatCharacter::TakeHealth(float, int) CBaseEntity::IsAlive() CAI_BaseNPC::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CAI_BaseNPC::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CAI_BaseNPC::IsMoving() CBaseEntity::DamageDecal(int, int) CAI_BaseNPC::DecalTrace(CGameTrace*, char const*) CAI_BaseNPC::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CAI_BaseNPC::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseCombatCharacter::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CAI_BaseNPC::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CAI_BaseNPC::GetEnemy() CAI_BaseNPC::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CAI_BaseNPC::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_BaseNPC::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CAI_BaseNPC::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CAI_BaseNPC::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CAI_BaseNPC::FireBullets(FireBulletsInfo_t const&) CAI_BaseNPC::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CAI_BaseNPC::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CAI_BaseNPC::NetworkStateChanged_m_lifeState() CAI_BaseNPC::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CAI_BaseNPC::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CAI_BaseNPC::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CAI_BaseNPC::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CAI_BaseNPC::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CAI_BaseNPC::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CAI_BaseNPCFlyerNew::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CAI_BaseNPC::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CAI_BaseNPC::HandleAnimEvent(animevent_t*) CAI_BaseNPC::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CAI_BaseNPC::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBaseCombatCharacter::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CAI_BaseNPC::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CAI_BaseNPC::HandleInteraction(int, void*, CBaseCombatCharacter*) CBaseCombatCharacter::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CAI_BaseNPC::HeadDirection2D() CAI_BaseNPC::HeadDirection3D() CAI_BaseNPC::EyeDirection2D() CAI_BaseNPC::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CAI_BaseNPC::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) CAI_BaseNPC::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CAI_BaseNPC::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dying(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CAI_BaseNPC::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BaseNPC::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CAI_BaseNPC::Event_Gibbed(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBaseCombatCharacter::IsInAVehicle() const CBaseCombatCharacter::GetVehicle() CBaseCombatCharacter::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::DoMuzzleFlash() CAI_BaseNPC::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CAI_BaseNPC::AddClassRelationship(Class_T, Disposition_t, int) CAI_BaseNPC::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBaseCombatCharacter::NetworkStateChanged_m_iAmmo() CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void*) CAI_BaseNPC::NPCInit() CAI_BaseNPC::PostNPCInit() CAI_BaseNPC::StartNPC() CAI_BaseNPC::CleanupOnDeath(CBaseEntity*, bool) CAI_BaseNPC::CreateComponents() CAI_BaseNPC::CreateSenses() CAI_BaseNPC::CreateMoveProbe() CAI_BaseNPC::CreateMotor() CAI_BaseNPC::CreateLocalNavigator() CAI_BaseNPC::CreateNavigator() CAI_BaseNPC::CreatePathfinder() CAI_BaseNPC::CreateTacticalServices() CAI_BaseNPC::NPCThink() CAI_BaseNPC::RunAI() CAI_BaseNPC::GatherConditions() CAI_BaseNPC::PrescheduleThink() CAI_BaseNPC::PostscheduleThink() CAI_BaseNPC::OnScheduleChange() CAI_BaseNPC::OnStartSchedule(int) CAI_BaseNPC::SelectSchedule() CAI_BaseNPC::SelectFailSchedule(int, int, int) CAI_BaseNPC::TranslateSchedule(int) CAI_BaseNPCFlyerNew::StartTask(Task_t const*) CAI_BaseNPCFlyerNew::RunTask(Task_t const*) CAI_BaseNPC::IsInterruptable() CAI_BaseNPC::OnStartScene() CAI_BaseNPC::ShouldPlayerAvoid() CAI_BaseNPC::SetPlayerAvoidState() CAI_BaseNPC::PlayerPenetratingVPhysics() CAI_BaseNPC::ShouldAlwaysThink() CAI_BaseNPC::LineOfSightDist(Vector const&, float) CAI_BaseNPC::PostRunStopMoving() CAI_BaseNPC::StartTask(Task_t*) CAI_BaseNPC::RunTask(Task_t*) CAI_BaseNPC::GetSchedule(int) CAI_BaseNPC::GetLocalScheduleId(int) CAI_BaseNPC::GetGlobalScheduleId(int) CAI_BaseNPC::TaskFail(int) CAI_BaseNPC::TaskName(int) CAI_BaseNPC::GetLocalTaskId(int) CAI_BaseNPC::GetSchedulingErrorName() CAI_BaseNPC::LoadedSchedules() CAI_BaseNPC::BuildScheduleTestBits() CAI_BaseNPC::GetNewSchedule() CAI_BaseNPC::GetFailSchedule() CAI_BaseNPC::CanFlinch() CAI_BaseNPC::CheckFlinches() CAI_BaseNPC::PlayFlinchGesture() CAI_BaseNPC::IsAllowedToDodge() CAI_BaseNPC::SelectDeadSchedule() CAI_BaseNPC::GetRunningBehavior() CAI_BaseNPC::ShouldAcceptGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnClearGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnBehaviorChangeStatus(CAI_BehaviorBase*, bool) CAI_BaseNPC::AccessBehaviors() CAI_BaseNPC::NumBehaviors() CAI_BaseNPC::ConditionName(int) CAI_BaseNPC::RemoveIgnoredConditions() CAI_BaseNPC::SelectIdealState() CAI_BaseNPC::ShouldGoToIdleState() CAI_BaseNPC::OnStateChange(NPC_STATE, NPC_STATE) CAI_BaseNPC::UpdateEfficiency(bool) CAI_BaseNPC::Wake(bool) CAI_BaseNPC::SetActivity(Activity) CAI_BaseNPC::IsActivityMovementPhased(Activity) CAI_BaseNPC::OnChangeActivity(Activity) CAI_BaseNPC::QueryHearSound(CSound*) CAI_BaseNPC::QuerySeeEntity(CBaseEntity*, bool) CAI_BaseNPC::OnLooked(int) CAI_BaseNPC::OnListened() CAI_BaseNPC::OnSeeEntity(CBaseEntity*) CAI_BaseNPC::ShouldNotDistanceCull() CAI_BaseNPC::GetSoundInterests() CAI_BaseNPC::GetSoundPriority(CSound*) CAI_BaseNPC::GetBestSound(int) CAI_BaseNPC::GetBestScent() CAI_BaseNPC::HearingSensitivity() CAI_BaseNPC::ShouldIgnoreSound(CSound*) CAI_BaseNPC::ClearSenseConditions() CAI_BaseNPC::BestEnemy() CAI_BaseNPC::IsValidEnemy(CBaseEntity*) CAI_BaseNPC::CanBeAnEnemyOf(CBaseEntity*) CAI_BaseNPC::ShouldChooseNewEnemy() CAI_BaseNPC::GatherEnemyConditions(CBaseEntity*) CAI_BaseNPC::EnemyDistTolerance() CAI_BaseNPC::StartTargetHandling(CBaseEntity*) CAI_BaseNPC::CreateCustomTarget(Vector const&, float) CAI_BaseNPC::ShouldPickADeathPose() CAI_BaseNPC::AllowedToIgnite() CAI_BaseNPC::GetGoalRepathTolerance(CBaseEntity*, GoalType_t, Vector const&, Vector const&) CAI_BaseNPC::IsCommandable() CAI_BaseNPC::IsPlayerAlly(CBasePlayer*) CAI_BaseNPC::IsMedic() CAI_BaseNPC::IsCommandMoving() CAI_BaseNPC::ShouldAutoSummon() CAI_BaseNPC::SetCommandGoal(Vector const&) CAI_BaseNPC::ClearCommandGoal() CAI_BaseNPC::OnTargetOrder() CAI_BaseNPC::OnMoveOrder() CAI_BaseNPC::IsValidCommandTarget(CBaseEntity*) CAI_BaseNPC::OnMoveToCommandGoalFailed() CAI_BaseNPC::GetSquadCommandRepresentative() CAI_BaseNPC::TargetOrder(CBaseEntity*, CAI_BaseNPC**, int) CAI_BaseNPC::MoveOrder(Vector const&, CAI_BaseNPC**, int) CAI_BaseNPC::CanBeUsedAsAFriend() CAI_BaseNPC::CanRunAScriptedNPCInteraction(bool) CAI_BaseNPC::CanPlaySequence(bool, int) CAI_BaseNPC::CanPlaySentence(bool) CAI_BaseNPC::PlaySentence(char const*, float, float, soundlevel_t, CBaseEntity*) CAI_BaseNPC::PlayScriptedSentence(char const*, float, float, soundlevel_t, bool, CBaseEntity*) CAI_BaseNPC::FOkToMakeSound(int) CAI_BaseNPC::JustMadeSound(int, float) CAI_BaseNPC::DeathSound(CTakeDamageInfo const&) CAI_BaseNPC::AlertSound() CAI_BaseNPC::IdleSound() CAI_BaseNPC::PainSound(CTakeDamageInfo const&) CAI_BaseNPC::FearSound() CAI_BaseNPC::LostEnemySound() CAI_BaseNPC::FoundEnemySound() CAI_BaseNPC::BarnacleDeathSound() CAI_BaseNPC::SpeakSentence(int) CAI_BaseNPC::ShouldPlayIdleSound() CAI_BaseNPC::MakeAIFootstepSound(float, float) CAI_BaseNPC::GetExpresser() CAI_BaseNPC::CanRespondToEvent(char const*) CAI_BaseNPC::RespondedTo(char const*, bool, bool) CAI_BaseNPC::PlayerHasIlluminatedNPC(CBasePlayer*, float) CAI_BaseNPC::CapabilitiesGet() const CAI_BaseNPC::IsNavigationUrgent() CAI_BaseNPC::ShouldFailNav(bool) CAI_BaseNPC::ShouldBruteForceFailedNav() CAI_BaseNPC::GetTimeToNavGoal() CAI_BaseNPC::MovementCost(int, Vector const&, Vector const&, float*) CAI_BaseNPC::CalcIdealYaw(Vector const&) CAI_BaseNPC::MaxYawSpeed() CAI_BaseNPC::AddFacingTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddFacingTarget(Vector const&, float, float, float) CAI_BaseNPC::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_BaseNPC::GetFacingDirection(Vector&) CAI_BaseNPC::IsJumpLegal(Vector const&, Vector const&, Vector const&) const CAI_BaseNPC::StepHeight() const CAI_BaseNPC::GetMaxJumpSpeed() const CAI_BaseNPC::GetJumpGravity() const CAI_BaseNPC::OverrideMove(float) CAI_BaseNPC::OverrideMoveFacing(AILocalMoveGoal_t const&, float) CAI_BaseNPC::IsUnusableNode(int, CAI_Hint*) CAI_BaseNPC::ValidateNavGoal() CAI_BaseNPC::IsCurTaskContinuousMove() CAI_BaseNPC::IsValidMoveAwayDest(Vector const&) CAI_BaseNPC::OnMovementFailed() CAI_BaseNPC::OnMovementComplete() CAI_BaseNPC::IsUnreachable(CBaseEntity*) CAI_BaseNPC::CalcYawSpeed() CAI_BaseNPC::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructingDoor(AILocalMoveGoal_t*, CBaseDoor*, float, AIMoveResult_t*) CAI_BaseNPC::OnUpcomingPropDoor(AILocalMoveGoal_t*, CBasePropDoor*, float, AIMoveResult_t*) CAI_BaseNPC::GetNodeViewOffset() CAI_BaseNPC::EyeOffset(Activity) CAI_BaseNPC::EyeLookTarget() CAI_BaseNPC::AddLookTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddLookTarget(Vector const&, float, float, float) CAI_BaseNPC::SetHeadDirection(Vector const&, float) CAI_BaseNPC::MaintainLookTargets(float) CAI_BaseNPC::ValidEyeTarget(Vector const&) CAI_BaseNPC::FacingPosition() CAI_BaseNPC::MaintainTurnActivity() CAI_BaseNPC::AimGun() CAI_BaseNPC::SetAim(Vector const&) CAI_BaseNPC::RelaxAim() CAI_BaseNPC::GetAlternateMoveShootTarget() CAI_BaseNPC::InputOutsideTransition(inputdata_t&) CAI_BaseNPC::InputInsideTransition(inputdata_t&) CAI_BaseNPC::SetScriptedScheduleIgnoreConditions(Interruptability_t) CAI_BaseNPC::ScheduledMoveToGoalEntity(int, CBaseEntity*, Activity) CAI_BaseNPC::ScheduledFollowPath(int, CBaseEntity*, Activity) CAI_BaseNPC::GetEnemies() CAI_BaseNPC::RemoveMemory() CAI_BaseNPC::UpdateEnemyMemory(CBaseEntity*, Vector const&, CBaseEntity*) CAI_BaseNPC::GetReactionDelay(CBaseEntity*) CAI_BaseNPC::CanHolsterWeapon() CAI_BaseNPC::HolsterWeapon() CAI_BaseNPC::UnholsterWeapon() CAI_BaseNPC::OnRangeAttack1() CAI_BaseNPC::OnUpdateShotRegulator() CAI_BaseNPC::InitSquad() CAI_BaseNPC::SquadSlotName(int) CAI_BaseNPC::SetSquad(CAI_Squad*) CAI_BaseNPC::IsSilentSquadMember() const CAI_BaseNPC::FindCoverPos(CBaseEntity*, Vector*) CAI_BaseNPC::FindCoverPosInRadius(CBaseEntity*, Vector const&, float, Vector*) CAI_BaseNPC::FindCoverPos(CSound*, Vector*) CAI_BaseNPC::IsValidCover(Vector const&, CAI_Hint const*) CAI_BaseNPC::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BaseNPC::TestShootPosition(Vector const&, Vector const&) CAI_BaseNPC::IsCoverPosition(Vector const&, Vector const&) CAI_BaseNPC::CoverRadius() CAI_BaseNPC::GetMaxTacticalLateralMovement() CAI_BaseNPC::OnChangeHintGroup(string_t, string_t) CAI_BaseNPC::ShouldFadeOnDeath() CAI_BaseNPC::RangeAttack1Conditions(float, float) CAI_BaseNPC::RangeAttack2Conditions(float, float) CAI_BaseNPC::MeleeAttack1Conditions(float, float) CAI_BaseNPC::MeleeAttack2Conditions(float, float) CAI_BaseNPC::InnateRange1MinRange() CAI_BaseNPC::InnateRange1MaxRange() CAI_BaseNPC::OnBeginMoveAndShoot() CAI_BaseNPC::OnEndMoveAndShoot() CAI_BaseNPC::UseAttackSquadSlots() CAI_BaseNPC::FindNamedEntity(char const*, IEntityFindFilter*) CAI_BaseNPC::ClearAttackConditions() CAI_BaseNPC::ShouldLookForBetterWeapon() CAI_BaseNPC::GiveWeapon(string_t) CAI_BaseNPC::OnGivenWeapon(CBaseCombatWeapon*) CAI_BaseNPC::WeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::CurrentWeaponLOSCondition(Vector const&, bool) CAI_BaseNPC::IsWaitingToRappel() CAI_BaseNPC::BeginRappel() CAI_BaseNPC::TranslateNavGoal(CBaseEntity*, Vector&) CAI_BaseNPC::GetDefaultNavGoalTolerance() CAI_BaseNPC::FCanCheckAttacks() CAI_BaseNPC::CheckAmmo() CAI_BaseNPC::FValidateHintType(CAI_Hint*) CAI_BaseNPC::GetHintActivity(short, Activity) CAI_BaseNPC::GetHintDelay(short) CAI_BaseNPC::GetCoverActivity(CAI_Hint*) CAI_BaseNPC::GetReloadActivity(CAI_Hint*) CAI_BaseNPC::SetTurnActivity() CAI_BaseNPC::GetHitgroupDamageMultiplier(int, CTakeDamageInfo const&) CAI_BaseNPC::PlayerInSpread(Vector const&, Vector const&, float, float, bool) CAI_BaseNPC::InnateWeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::GetFlinchActivity(bool, bool) CAI_BaseNPC::GetShootEnemyDir(Vector const&, bool) CAI_BaseNPC::CollectShotStats(Vector const&, Vector const&) CAI_BaseNPC::ShouldMoveAndShoot() CAI_BaseNPC::IsLightDamage(CTakeDamageInfo const&) CAI_BaseNPC::IsHeavyDamage(CTakeDamageInfo const&) CAI_BaseNPC::PickupWeapon(CBaseCombatWeapon*) CAI_BaseNPC::PickupItem(CBaseEntity*) CAI_BaseNPC::NotifyDeadFriend(CBaseEntity*) CAI_BaseNPC::CalcReasonableFacing(bool) CAI_BaseNPC::IsValidReasonableFacing(Vector const&, float) CAI_BaseNPC::GetReasonableFacingDist() CAI_BaseNPC::GetClassScheduleIdSpace() CAI_BaseNPC::GetSquadSlotDebugName(int) CAI_BaseNPC::IsCrouching() CAI_BaseNPC::Crouch() CAI_BaseNPC::Stand() CAI_BaseNPC::DesireCrouch() CAI_BaseNPC::IsCrouchedActivity(Activity) CAI_BaseNPC::GetCrouchEyeOffset() CAI_BaseNPC::GetCrouchGunOffset() CAI_BaseNPC::ReportAIState() CAI_BaseNPC::ReportOverThinkLimit(float) CAI_BaseNPC::ShouldProbeCollideAgainstEntity(CBaseEntity*) CAI_BaseNPCFlyerNew::MinGroundDist() CAI_BaseNPCFlyerNew::AbortedMovement() vtable for CAI_BasePhysicsFlyingBot CAI_BasePhysicsFlyingBot::~CAI_BasePhysicsFlyingBot() CAI_BasePhysicsFlyingBot::~CAI_BasePhysicsFlyingBot() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CAI_BaseNPC::GetServerClass() CAI_BaseNPC::YouForgotToImplementOrDeclareServerClass() CAI_BasePhysicsFlyingBot::GetDataDescMap() CBaseCombatCharacter::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CAI_BaseNPC::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CAI_BaseNPC::GetTracerType() CBaseCombatCharacter::Spawn() CAI_BaseNPC::Precache() CBaseFlex::SetModel(char const*) CBaseAnimating::OnNewModel() CAI_BaseNPC::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAI_BaseNPC::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_BaseNPC::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_BaseNPC::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CAI_BaseNPC::DrawDebugGeometryOverlays() CAI_BaseNPC::DrawDebugTextOverlays() CAI_BaseNPC::Save(ISave&) CAI_BaseNPC::Restore(IRestore&) CAI_BasePhysicsFlyingBot::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_BaseNPC::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CAI_BaseNPC::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CAI_BaseNPC::PassesDamageFilter(CTakeDamageInfo const&) CAI_BaseNPC::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseCombatCharacter::TakeHealth(float, int) CBaseEntity::IsAlive() CAI_BaseNPC::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CAI_BaseNPC::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CAI_BaseNPC::IsMoving() CBaseEntity::DamageDecal(int, int) CAI_BaseNPC::DecalTrace(CGameTrace*, char const*) CAI_BaseNPC::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CAI_BaseNPC::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseCombatCharacter::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CAI_BaseNPC::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CAI_BaseNPC::GetEnemy() CAI_BaseNPC::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CAI_BaseNPC::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_BaseNPC::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CAI_BaseNPC::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CAI_BaseNPC::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CAI_BaseNPC::FireBullets(FireBulletsInfo_t const&) CAI_BaseNPC::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CAI_BaseNPC::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CAI_BaseNPC::NetworkStateChanged_m_lifeState() CAI_BaseNPC::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CAI_BaseNPC::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CAI_BaseNPC::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CAI_BaseNPC::GetSmoothedVelocity() CAI_BasePhysicsFlyingBot::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CAI_BasePhysicsFlyingBot::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CAI_BaseNPC::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CAI_BaseNPC::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CAI_BaseNPC::HandleAnimEvent(animevent_t*) CAI_BaseNPC::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CAI_BaseNPC::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBaseCombatCharacter::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CAI_BaseNPC::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CAI_BaseNPC::HandleInteraction(int, void*, CBaseCombatCharacter*) CAI_BasePhysicsFlyingBot::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CAI_BaseNPC::HeadDirection2D() CAI_BaseNPC::HeadDirection3D() CAI_BaseNPC::EyeDirection2D() CAI_BaseNPC::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CAI_BaseNPC::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) CAI_BaseNPC::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CAI_BaseNPC::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dying(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CAI_BaseNPC::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BaseNPC::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CAI_BaseNPC::Event_Gibbed(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBaseCombatCharacter::IsInAVehicle() const CBaseCombatCharacter::GetVehicle() CBaseCombatCharacter::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::DoMuzzleFlash() CAI_BaseNPC::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CAI_BaseNPC::AddClassRelationship(Class_T, Disposition_t, int) CAI_BaseNPC::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBaseCombatCharacter::NetworkStateChanged_m_iAmmo() CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void*) CAI_BaseNPC::NPCInit() CAI_BaseNPC::PostNPCInit() CAI_BaseNPC::StartNPC() CAI_BaseNPC::CleanupOnDeath(CBaseEntity*, bool) CAI_BaseNPC::CreateComponents() CAI_BaseNPC::CreateSenses() CAI_BaseNPC::CreateMoveProbe() CAI_BaseNPC::CreateMotor() CAI_BaseNPC::CreateLocalNavigator() CAI_BaseNPC::CreateNavigator() CAI_BaseNPC::CreatePathfinder() CAI_BaseNPC::CreateTacticalServices() CAI_BaseNPC::NPCThink() CAI_BaseNPC::RunAI() CAI_BaseNPC::GatherConditions() CAI_BaseNPC::PrescheduleThink() CAI_BaseNPC::PostscheduleThink() CAI_BaseNPC::OnScheduleChange() CAI_BaseNPC::OnStartSchedule(int) CAI_BaseNPC::SelectSchedule() CAI_BaseNPC::SelectFailSchedule(int, int, int) CAI_BaseNPC::TranslateSchedule(int) CAI_BasePhysicsFlyingBot::StartTask(Task_t const*) CAI_BaseNPC::RunTask(Task_t const*) CAI_BaseNPC::IsInterruptable() CAI_BaseNPC::OnStartScene() CAI_BaseNPC::ShouldPlayerAvoid() CAI_BaseNPC::SetPlayerAvoidState() CAI_BaseNPC::PlayerPenetratingVPhysics() CAI_BaseNPC::ShouldAlwaysThink() CAI_BaseNPC::LineOfSightDist(Vector const&, float) CAI_BaseNPC::PostRunStopMoving() CAI_BaseNPC::StartTask(Task_t*) CAI_BaseNPC::RunTask(Task_t*) CAI_BaseNPC::GetSchedule(int) CAI_BaseNPC::GetLocalScheduleId(int) CAI_BaseNPC::GetGlobalScheduleId(int) CAI_BaseNPC::TaskFail(int) CAI_BaseNPC::TaskName(int) CAI_BaseNPC::GetLocalTaskId(int) CAI_BaseNPC::GetSchedulingErrorName() CAI_BaseNPC::LoadedSchedules() CAI_BaseNPC::BuildScheduleTestBits() CAI_BaseNPC::GetNewSchedule() CAI_BaseNPC::GetFailSchedule() CAI_BaseNPC::CanFlinch() CAI_BaseNPC::CheckFlinches() CAI_BaseNPC::PlayFlinchGesture() CAI_BaseNPC::IsAllowedToDodge() CAI_BaseNPC::SelectDeadSchedule() CAI_BaseNPC::GetRunningBehavior() CAI_BaseNPC::ShouldAcceptGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnClearGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnBehaviorChangeStatus(CAI_BehaviorBase*, bool) CAI_BaseNPC::AccessBehaviors() CAI_BaseNPC::NumBehaviors() CAI_BaseNPC::ConditionName(int) CAI_BaseNPC::RemoveIgnoredConditions() CAI_BaseNPC::SelectIdealState() CAI_BaseNPC::ShouldGoToIdleState() CAI_BaseNPC::OnStateChange(NPC_STATE, NPC_STATE) CAI_BaseNPC::UpdateEfficiency(bool) CAI_BaseNPC::Wake(bool) CAI_BaseNPC::SetActivity(Activity) CAI_BaseNPC::IsActivityMovementPhased(Activity) CAI_BaseNPC::OnChangeActivity(Activity) CAI_BaseNPC::QueryHearSound(CSound*) CAI_BaseNPC::QuerySeeEntity(CBaseEntity*, bool) CAI_BaseNPC::OnLooked(int) CAI_BaseNPC::OnListened() CAI_BaseNPC::OnSeeEntity(CBaseEntity*) CAI_BaseNPC::ShouldNotDistanceCull() CAI_BaseNPC::GetSoundInterests() CAI_BaseNPC::GetSoundPriority(CSound*) CAI_BaseNPC::GetBestSound(int) CAI_BaseNPC::GetBestScent() CAI_BaseNPC::HearingSensitivity() CAI_BaseNPC::ShouldIgnoreSound(CSound*) CAI_BaseNPC::ClearSenseConditions() CAI_BaseNPC::BestEnemy() CAI_BaseNPC::IsValidEnemy(CBaseEntity*) CAI_BaseNPC::CanBeAnEnemyOf(CBaseEntity*) CAI_BaseNPC::ShouldChooseNewEnemy() CAI_BaseNPC::GatherEnemyConditions(CBaseEntity*) CAI_BaseNPC::EnemyDistTolerance() CAI_BaseNPC::StartTargetHandling(CBaseEntity*) CAI_BaseNPC::CreateCustomTarget(Vector const&, float) CAI_BaseNPC::ShouldPickADeathPose() CAI_BaseNPC::AllowedToIgnite() CAI_BaseNPC::GetGoalRepathTolerance(CBaseEntity*, GoalType_t, Vector const&, Vector const&) CAI_BaseNPC::IsCommandable() CAI_BaseNPC::IsPlayerAlly(CBasePlayer*) CAI_BaseNPC::IsMedic() CAI_BaseNPC::IsCommandMoving() CAI_BaseNPC::ShouldAutoSummon() CAI_BaseNPC::SetCommandGoal(Vector const&) CAI_BaseNPC::ClearCommandGoal() CAI_BaseNPC::OnTargetOrder() CAI_BaseNPC::OnMoveOrder() CAI_BaseNPC::IsValidCommandTarget(CBaseEntity*) CAI_BaseNPC::OnMoveToCommandGoalFailed() CAI_BaseNPC::GetSquadCommandRepresentative() CAI_BaseNPC::TargetOrder(CBaseEntity*, CAI_BaseNPC**, int) CAI_BaseNPC::MoveOrder(Vector const&, CAI_BaseNPC**, int) CAI_BaseNPC::CanBeUsedAsAFriend() CAI_BaseNPC::CanRunAScriptedNPCInteraction(bool) CAI_BaseNPC::CanPlaySequence(bool, int) CAI_BaseNPC::CanPlaySentence(bool) CAI_BaseNPC::PlaySentence(char const*, float, float, soundlevel_t, CBaseEntity*) CAI_BaseNPC::PlayScriptedSentence(char const*, float, float, soundlevel_t, bool, CBaseEntity*) CAI_BaseNPC::FOkToMakeSound(int) CAI_BaseNPC::JustMadeSound(int, float) CAI_BaseNPC::DeathSound(CTakeDamageInfo const&) CAI_BaseNPC::AlertSound() CAI_BaseNPC::IdleSound() CAI_BaseNPC::PainSound(CTakeDamageInfo const&) CAI_BaseNPC::FearSound() CAI_BaseNPC::LostEnemySound() CAI_BaseNPC::FoundEnemySound() CAI_BaseNPC::BarnacleDeathSound() CAI_BaseNPC::SpeakSentence(int) CAI_BaseNPC::ShouldPlayIdleSound() CAI_BaseNPC::MakeAIFootstepSound(float, float) CAI_BaseNPC::GetExpresser() CAI_BaseNPC::CanRespondToEvent(char const*) CAI_BaseNPC::RespondedTo(char const*, bool, bool) CAI_BaseNPC::PlayerHasIlluminatedNPC(CBasePlayer*, float) CAI_BaseNPC::CapabilitiesGet() const CAI_BaseNPC::IsNavigationUrgent() CAI_BaseNPC::ShouldFailNav(bool) CAI_BaseNPC::ShouldBruteForceFailedNav() CAI_BaseNPC::GetTimeToNavGoal() CAI_BaseNPC::MovementCost(int, Vector const&, Vector const&, float*) CAI_BaseNPC::CalcIdealYaw(Vector const&) CAI_BaseNPC::MaxYawSpeed() CAI_BaseNPC::AddFacingTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddFacingTarget(Vector const&, float, float, float) CAI_BaseNPC::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_BaseNPC::GetFacingDirection(Vector&) CAI_BaseNPC::IsJumpLegal(Vector const&, Vector const&, Vector const&) const CAI_BaseNPC::StepHeight() const CAI_BaseNPC::GetMaxJumpSpeed() const CAI_BaseNPC::GetJumpGravity() const CAI_BaseNPC::OverrideMove(float) CAI_BaseNPC::OverrideMoveFacing(AILocalMoveGoal_t const&, float) CAI_BaseNPC::IsUnusableNode(int, CAI_Hint*) CAI_BaseNPC::ValidateNavGoal() CAI_BaseNPC::IsCurTaskContinuousMove() CAI_BaseNPC::IsValidMoveAwayDest(Vector const&) CAI_BaseNPC::OnMovementFailed() CAI_BaseNPC::OnMovementComplete() CAI_BaseNPC::IsUnreachable(CBaseEntity*) CAI_BaseNPC::CalcYawSpeed() CAI_BaseNPC::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructingDoor(AILocalMoveGoal_t*, CBaseDoor*, float, AIMoveResult_t*) CAI_BaseNPC::OnUpcomingPropDoor(AILocalMoveGoal_t*, CBasePropDoor*, float, AIMoveResult_t*) CAI_BaseNPC::GetNodeViewOffset() CAI_BaseNPC::EyeOffset(Activity) CAI_BaseNPC::EyeLookTarget() CAI_BaseNPC::AddLookTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddLookTarget(Vector const&, float, float, float) CAI_BaseNPC::SetHeadDirection(Vector const&, float) CAI_BaseNPC::MaintainLookTargets(float) CAI_BaseNPC::ValidEyeTarget(Vector const&) CAI_BaseNPC::FacingPosition() CAI_BaseNPC::MaintainTurnActivity() CAI_BaseNPC::AimGun() CAI_BaseNPC::SetAim(Vector const&) CAI_BaseNPC::RelaxAim() CAI_BaseNPC::GetAlternateMoveShootTarget() CAI_BaseNPC::InputOutsideTransition(inputdata_t&) CAI_BaseNPC::InputInsideTransition(inputdata_t&) CAI_BaseNPC::SetScriptedScheduleIgnoreConditions(Interruptability_t) CAI_BaseNPC::ScheduledMoveToGoalEntity(int, CBaseEntity*, Activity) CAI_BaseNPC::ScheduledFollowPath(int, CBaseEntity*, Activity) CAI_BaseNPC::GetEnemies() CAI_BaseNPC::RemoveMemory() CAI_BaseNPC::UpdateEnemyMemory(CBaseEntity*, Vector const&, CBaseEntity*) CAI_BaseNPC::GetReactionDelay(CBaseEntity*) CAI_BaseNPC::CanHolsterWeapon() CAI_BaseNPC::HolsterWeapon() CAI_BaseNPC::UnholsterWeapon() CAI_BaseNPC::OnRangeAttack1() CAI_BaseNPC::OnUpdateShotRegulator() CAI_BaseNPC::InitSquad() CAI_BaseNPC::SquadSlotName(int) CAI_BaseNPC::SetSquad(CAI_Squad*) CAI_BaseNPC::IsSilentSquadMember() const CAI_BaseNPC::FindCoverPos(CBaseEntity*, Vector*) CAI_BaseNPC::FindCoverPosInRadius(CBaseEntity*, Vector const&, float, Vector*) CAI_BaseNPC::FindCoverPos(CSound*, Vector*) CAI_BaseNPC::IsValidCover(Vector const&, CAI_Hint const*) CAI_BaseNPC::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BaseNPC::TestShootPosition(Vector const&, Vector const&) CAI_BaseNPC::IsCoverPosition(Vector const&, Vector const&) CAI_BaseNPC::CoverRadius() CAI_BaseNPC::GetMaxTacticalLateralMovement() CAI_BaseNPC::OnChangeHintGroup(string_t, string_t) CAI_BaseNPC::ShouldFadeOnDeath() CAI_BaseNPC::RangeAttack1Conditions(float, float) CAI_BaseNPC::RangeAttack2Conditions(float, float) CAI_BaseNPC::MeleeAttack1Conditions(float, float) CAI_BaseNPC::MeleeAttack2Conditions(float, float) CAI_BaseNPC::InnateRange1MinRange() CAI_BaseNPC::InnateRange1MaxRange() CAI_BaseNPC::OnBeginMoveAndShoot() CAI_BaseNPC::OnEndMoveAndShoot() CAI_BaseNPC::UseAttackSquadSlots() CAI_BaseNPC::FindNamedEntity(char const*, IEntityFindFilter*) CAI_BaseNPC::ClearAttackConditions() CAI_BaseNPC::ShouldLookForBetterWeapon() CAI_BaseNPC::GiveWeapon(string_t) CAI_BaseNPC::OnGivenWeapon(CBaseCombatWeapon*) CAI_BaseNPC::WeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::CurrentWeaponLOSCondition(Vector const&, bool) CAI_BaseNPC::IsWaitingToRappel() CAI_BaseNPC::BeginRappel() CAI_BasePhysicsFlyingBot::TranslateNavGoal(CBaseEntity*, Vector&) CAI_BaseNPC::GetDefaultNavGoalTolerance() CAI_BaseNPC::FCanCheckAttacks() CAI_BaseNPC::CheckAmmo() CAI_BaseNPC::FValidateHintType(CAI_Hint*) CAI_BaseNPC::GetHintActivity(short, Activity) CAI_BaseNPC::GetHintDelay(short) CAI_BaseNPC::GetCoverActivity(CAI_Hint*) CAI_BaseNPC::GetReloadActivity(CAI_Hint*) CAI_BaseNPC::SetTurnActivity() CAI_BaseNPC::GetHitgroupDamageMultiplier(int, CTakeDamageInfo const&) CAI_BaseNPC::PlayerInSpread(Vector const&, Vector const&, float, float, bool) CAI_BaseNPC::InnateWeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::GetFlinchActivity(bool, bool) CAI_BaseNPC::GetShootEnemyDir(Vector const&, bool) CAI_BaseNPC::CollectShotStats(Vector const&, Vector const&) CAI_BaseNPC::ShouldMoveAndShoot() CAI_BaseNPC::IsLightDamage(CTakeDamageInfo const&) CAI_BaseNPC::IsHeavyDamage(CTakeDamageInfo const&) CAI_BaseNPC::PickupWeapon(CBaseCombatWeapon*) CAI_BaseNPC::PickupItem(CBaseEntity*) CAI_BaseNPC::NotifyDeadFriend(CBaseEntity*) CAI_BaseNPC::CalcReasonableFacing(bool) CAI_BaseNPC::IsValidReasonableFacing(Vector const&, float) CAI_BaseNPC::GetReasonableFacingDist() CAI_BaseNPC::GetClassScheduleIdSpace() CAI_BaseNPC::GetSquadSlotDebugName(int) CAI_BaseNPC::IsCrouching() CAI_BaseNPC::Crouch() CAI_BaseNPC::Stand() CAI_BaseNPC::DesireCrouch() CAI_BaseNPC::IsCrouchedActivity(Activity) CAI_BaseNPC::GetCrouchEyeOffset() CAI_BaseNPC::GetCrouchGunOffset() CAI_BaseNPC::ReportAIState() CAI_BaseNPC::ReportOverThinkLimit(float) CAI_BaseNPC::ShouldProbeCollideAgainstEntity(CBaseEntity*) CAI_BasePhysicsFlyingBot::MinGroundDist() CAI_BasePhysicsFlyingBot::TurnHeadToTarget(float, Vector const&) (pure virtual function) CAI_BasePhysicsFlyingBot::GetHeadTurnRate() CAI_BasePhysicsFlyingBot::Simulate(IPhysicsMotionController*, IPhysicsObject*, float, Vector&, Vector&) CAI_BasePhysicsFlyingBot::ClampMotorForces(Vector&, Vector&) vtable for CAI_BattleLine CAI_BattleLine::~CAI_BattleLine() CAI_BattleLine::~CAI_BattleLine() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_BattleLine::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_BattleLine::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_BattleLine::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CAI_BattleLine::InputActivate(inputdata_t&) CAI_BattleLine::InputDeactivate(inputdata_t&) vtable for CAI_Behavior CAI_Behavior::~CAI_Behavior() CAI_Behavior::~CAI_Behavior() CAI_ComponentWithOuter::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) (pure virtual function) CAI_BehaviorBase::KeyValue(char const*, char const*) CAI_BehaviorBase::CanSelectSchedule() CAI_BehaviorBase::BeginScheduleSelection() CAI_BehaviorBase::EndScheduleSelection() CAI_BehaviorBase::BridgeSpeakMapmakerInterruptConcept(string_t) CAI_BehaviorBase::GatherConditions() CAI_BehaviorBase::GatherConditionsNotActive() CAI_BehaviorBase::OnUpdateShotRegulator() CAI_Behavior::GetClassScheduleIdSpace() CAI_BehaviorBase::DrawDebugTextOverlays(int) CAI_BehaviorBase::Save(ISave&) CAI_BehaviorBase::Restore(IRestore&) CAI_BehaviorBase::Precache() CAI_BehaviorBase::Spawn() CAI_BehaviorBase::UpdateOnRemove() CAI_BehaviorBase::Event_Killed(CTakeDamageInfo const&) CAI_BehaviorBase::CleanupOnDeath(CBaseEntity*, bool) CAI_BehaviorBase::PrescheduleThink() CAI_BehaviorBase::OnScheduleChange() CAI_BehaviorBase::OnStartSchedule(int) CAI_BehaviorBase::SelectSchedule() CAI_BehaviorBase::SelectFailSchedule(int, int, int) CAI_BehaviorBase::StartTask(Task_t const*) CAI_BehaviorBase::RunTask(Task_t const*) CAI_BehaviorBase::AimGun() CAI_BehaviorBase::TranslateSchedule(int) CAI_BehaviorBase::GetSchedule(int) CAI_BehaviorBase::GetSchedulingErrorName() CAI_BehaviorBase::BuildScheduleTestBits() CAI_BehaviorBase::NPC_TranslateActivity(Activity) CAI_BehaviorBase::IsCurTaskContinuousMove() CAI_BehaviorBase::OnMovementFailed() CAI_BehaviorBase::OnMovementComplete() CAI_BehaviorBase::GetDefaultNavGoalTolerance() CAI_BehaviorBase::FValidateHintType(CAI_Hint*) CAI_BehaviorBase::IsValidEnemy(CBaseEntity*) CAI_BehaviorBase::BestEnemy() CAI_BehaviorBase::IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorBase::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorBase::GetMaxTacticalLateralMovement() CAI_BehaviorBase::ShouldIgnoreSound(CSound*) CAI_BehaviorBase::OnSeeEntity(CBaseEntity*) CAI_BehaviorBase::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorBase::IsInterruptable() CAI_BehaviorBase::IsNavigationUrgent() CAI_BehaviorBase::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorBase::GetReasonableFacingDist() CAI_BehaviorBase::ShouldPlayerAvoid() CAI_BehaviorBase::CanFlinch() CAI_BehaviorBase::IsCrouching() CAI_BehaviorBase::IsCrouchedActivity(Activity) CAI_BehaviorBase::QueryHearSound(CSound*) CAI_BehaviorBase::CanRunAScriptedNPCInteraction(bool) CAI_BehaviorBase::GetFlinchActivity(bool, bool) CAI_BehaviorBase::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorBase::ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorBase::Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorBase::HandleAnimEvent(animevent_t*) CAI_BehaviorBase::ShouldAlwaysThink() CAI_BehaviorBase::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CAI_BehaviorBase::SpeakMapmakerInterruptConcept(string_t) CAI_BehaviorBase::OnRestore() CAI_BehaviorBase::OnChangeHintGroup(string_t, string_t) CAI_Behavior::IsBehaviorSchedule(int) CAI_BehaviorBase::GetDataDescMap() vtable for CAI_BehaviorBase CAI_BehaviorBase::~CAI_BehaviorBase() CAI_BehaviorBase::~CAI_BehaviorBase() CAI_Component::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) (pure virtual function) CAI_BehaviorBase::KeyValue(char const*, char const*) CAI_BehaviorBase::CanSelectSchedule() CAI_BehaviorBase::BeginScheduleSelection() CAI_BehaviorBase::EndScheduleSelection() CAI_BehaviorBase::BridgeSpeakMapmakerInterruptConcept(string_t) CAI_BehaviorBase::GatherConditions() CAI_BehaviorBase::GatherConditionsNotActive() CAI_BehaviorBase::OnUpdateShotRegulator() CAI_BehaviorBase::GetClassScheduleIdSpace() CAI_BehaviorBase::DrawDebugTextOverlays(int) CAI_BehaviorBase::Save(ISave&) CAI_BehaviorBase::Restore(IRestore&) CAI_BehaviorBase::Precache() CAI_BehaviorBase::Spawn() CAI_BehaviorBase::UpdateOnRemove() CAI_BehaviorBase::Event_Killed(CTakeDamageInfo const&) CAI_BehaviorBase::CleanupOnDeath(CBaseEntity*, bool) CAI_BehaviorBase::PrescheduleThink() CAI_BehaviorBase::OnScheduleChange() CAI_BehaviorBase::OnStartSchedule(int) CAI_BehaviorBase::SelectSchedule() CAI_BehaviorBase::SelectFailSchedule(int, int, int) CAI_BehaviorBase::StartTask(Task_t const*) CAI_BehaviorBase::RunTask(Task_t const*) CAI_BehaviorBase::AimGun() CAI_BehaviorBase::TranslateSchedule(int) CAI_BehaviorBase::GetSchedule(int) CAI_BehaviorBase::GetSchedulingErrorName() CAI_BehaviorBase::BuildScheduleTestBits() CAI_BehaviorBase::NPC_TranslateActivity(Activity) CAI_BehaviorBase::IsCurTaskContinuousMove() CAI_BehaviorBase::OnMovementFailed() CAI_BehaviorBase::OnMovementComplete() CAI_BehaviorBase::GetDefaultNavGoalTolerance() CAI_BehaviorBase::FValidateHintType(CAI_Hint*) CAI_BehaviorBase::IsValidEnemy(CBaseEntity*) CAI_BehaviorBase::BestEnemy() CAI_BehaviorBase::IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorBase::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorBase::GetMaxTacticalLateralMovement() CAI_BehaviorBase::ShouldIgnoreSound(CSound*) CAI_BehaviorBase::OnSeeEntity(CBaseEntity*) CAI_BehaviorBase::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorBase::IsInterruptable() CAI_BehaviorBase::IsNavigationUrgent() CAI_BehaviorBase::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorBase::GetReasonableFacingDist() CAI_BehaviorBase::ShouldPlayerAvoid() CAI_BehaviorBase::CanFlinch() CAI_BehaviorBase::IsCrouching() CAI_BehaviorBase::IsCrouchedActivity(Activity) CAI_BehaviorBase::QueryHearSound(CSound*) CAI_BehaviorBase::CanRunAScriptedNPCInteraction(bool) CAI_BehaviorBase::GetFlinchActivity(bool, bool) CAI_BehaviorBase::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorBase::ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorBase::Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorBase::HandleAnimEvent(animevent_t*) CAI_BehaviorBase::ShouldAlwaysThink() CAI_BehaviorBase::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CAI_BehaviorBase::SpeakMapmakerInterruptConcept(string_t) CAI_BehaviorBase::OnRestore() CAI_BehaviorBase::OnChangeHintGroup(string_t, string_t) CAI_BehaviorBase::IsBehaviorSchedule(int) CAI_BehaviorBase::GetDataDescMap() vtable for CAI_BehaviorHost CAI_BehaviorHost::~CAI_BehaviorHost() CAI_BehaviorHost::~CAI_BehaviorHost() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CAI_BaseNPC::GetServerClass() CAI_BaseNPC::YouForgotToImplementOrDeclareServerClass() CAI_BaseNPC::GetDataDescMap() CBaseCombatCharacter::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CAI_BaseNPC::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CAI_BaseNPC::GetTracerType() CBaseCombatCharacter::Spawn() CAI_BehaviorHost::Precache() CBaseFlex::SetModel(char const*) CBaseAnimating::OnNewModel() CAI_BaseNPC::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAI_BaseNPC::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_BaseNPC::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_BaseNPC::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CAI_BaseNPC::DrawDebugGeometryOverlays() CAI_BaseNPC::DrawDebugTextOverlays() CAI_BehaviorHost::Save(ISave&) CAI_BehaviorHost::Restore(IRestore&) CAI_BaseNPC::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_BehaviorHost::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CAI_BaseNPC::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CAI_BaseNPC::PassesDamageFilter(CTakeDamageInfo const&) CAI_BaseNPC::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseCombatCharacter::TakeHealth(float, int) CBaseEntity::IsAlive() CAI_BehaviorHost::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CAI_BaseNPC::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CAI_BaseNPC::IsMoving() CBaseEntity::DamageDecal(int, int) CAI_BaseNPC::DecalTrace(CGameTrace*, char const*) CAI_BaseNPC::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CAI_BaseNPC::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseCombatCharacter::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CAI_BaseNPC::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CAI_BaseNPC::GetEnemy() CAI_BaseNPC::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CAI_BaseNPC::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_BehaviorHost::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CAI_BehaviorHost::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CAI_BaseNPC::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CAI_BaseNPC::FireBullets(FireBulletsInfo_t const&) CAI_BaseNPC::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CAI_BehaviorHost::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CAI_BaseNPC::NetworkStateChanged_m_lifeState() CAI_BaseNPC::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CAI_BaseNPC::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CAI_BaseNPC::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CAI_BaseNPC::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CAI_BaseNPC::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CAI_BaseNPC::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CAI_BaseNPC::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CAI_BehaviorHost::HandleAnimEvent(animevent_t*) CAI_BaseNPC::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CAI_BaseNPC::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBaseCombatCharacter::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CAI_BaseNPC::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CAI_BaseNPC::HandleInteraction(int, void*, CBaseCombatCharacter*) CBaseCombatCharacter::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CAI_BaseNPC::HeadDirection2D() CAI_BaseNPC::HeadDirection3D() CAI_BaseNPC::EyeDirection2D() CAI_BaseNPC::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CAI_BehaviorHost::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) CAI_BaseNPC::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CAI_BehaviorHost::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dying(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CAI_BehaviorHost::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BaseNPC::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CAI_BaseNPC::Event_Gibbed(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBaseCombatCharacter::IsInAVehicle() const CBaseCombatCharacter::GetVehicle() CBaseCombatCharacter::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::DoMuzzleFlash() CAI_BaseNPC::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CAI_BaseNPC::AddClassRelationship(Class_T, Disposition_t, int) CAI_BehaviorHost::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBaseCombatCharacter::NetworkStateChanged_m_iAmmo() CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void*) CAI_BehaviorHost::NPCInit() CAI_BaseNPC::PostNPCInit() CAI_BaseNPC::StartNPC() CAI_BehaviorHost::CleanupOnDeath(CBaseEntity*, bool) CAI_BehaviorHost::CreateComponents() CAI_BaseNPC::CreateSenses() CAI_BaseNPC::CreateMoveProbe() CAI_BaseNPC::CreateMotor() CAI_BaseNPC::CreateLocalNavigator() CAI_BaseNPC::CreateNavigator() CAI_BaseNPC::CreatePathfinder() CAI_BaseNPC::CreateTacticalServices() CAI_BaseNPC::NPCThink() CAI_BaseNPC::RunAI() CAI_BehaviorHost::GatherConditions() CAI_BehaviorHost::PrescheduleThink() CAI_BaseNPC::PostscheduleThink() CAI_BehaviorHost::OnScheduleChange() CAI_BehaviorHost::OnStartSchedule(int) CAI_BehaviorHost::SelectSchedule() CAI_BehaviorHost::SelectFailSchedule(int, int, int) CAI_BehaviorHost::TranslateSchedule(int) CAI_BehaviorHost::StartTask(Task_t const*) CAI_BehaviorHost::RunTask(Task_t const*) CAI_BehaviorHost::IsInterruptable() CAI_BaseNPC::OnStartScene() CAI_BehaviorHost::ShouldPlayerAvoid() CAI_BaseNPC::SetPlayerAvoidState() CAI_BaseNPC::PlayerPenetratingVPhysics() CAI_BehaviorHost::ShouldAlwaysThink() CAI_BaseNPC::LineOfSightDist(Vector const&, float) CAI_BaseNPC::PostRunStopMoving() CAI_BaseNPC::StartTask(Task_t*) CAI_BaseNPC::RunTask(Task_t*) CAI_BehaviorHost::GetSchedule(int) CAI_BaseNPC::GetLocalScheduleId(int) CAI_BaseNPC::GetGlobalScheduleId(int) CAI_BaseNPC::TaskFail(int) CAI_BehaviorHost::TaskName(int) CAI_BaseNPC::GetLocalTaskId(int) CAI_BaseNPC::GetSchedulingErrorName() CAI_BaseNPC::LoadedSchedules() CAI_BehaviorHost::BuildScheduleTestBits() CAI_BehaviorHost::GetNewSchedule() CAI_BehaviorHost::GetFailSchedule() CAI_BehaviorHost::CanFlinch() CAI_BaseNPC::CheckFlinches() CAI_BaseNPC::PlayFlinchGesture() CAI_BaseNPC::IsAllowedToDodge() CAI_BaseNPC::SelectDeadSchedule() CAI_BehaviorHost::GetRunningBehavior() CAI_BaseNPC::ShouldAcceptGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnClearGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BehaviorHost::OnBehaviorChangeStatus(CAI_BehaviorBase*, bool) CAI_BehaviorHost::AccessBehaviors() CAI_BehaviorHost::NumBehaviors() CAI_BaseNPC::ConditionName(int) CAI_BaseNPC::RemoveIgnoredConditions() CAI_BaseNPC::SelectIdealState() CAI_BaseNPC::ShouldGoToIdleState() CAI_BaseNPC::OnStateChange(NPC_STATE, NPC_STATE) CAI_BaseNPC::UpdateEfficiency(bool) CAI_BaseNPC::Wake(bool) CAI_BaseNPC::SetActivity(Activity) CAI_BaseNPC::IsActivityMovementPhased(Activity) CAI_BaseNPC::OnChangeActivity(Activity) CAI_BehaviorHost::QueryHearSound(CSound*) CAI_BaseNPC::QuerySeeEntity(CBaseEntity*, bool) CAI_BaseNPC::OnLooked(int) CAI_BaseNPC::OnListened() CAI_BehaviorHost::OnSeeEntity(CBaseEntity*) CAI_BaseNPC::ShouldNotDistanceCull() CAI_BaseNPC::GetSoundInterests() CAI_BaseNPC::GetSoundPriority(CSound*) CAI_BaseNPC::GetBestSound(int) CAI_BaseNPC::GetBestScent() CAI_BaseNPC::HearingSensitivity() CAI_BehaviorHost::ShouldIgnoreSound(CSound*) CAI_BaseNPC::ClearSenseConditions() CAI_BehaviorHost::BestEnemy() CAI_BehaviorHost::IsValidEnemy(CBaseEntity*) CAI_BaseNPC::CanBeAnEnemyOf(CBaseEntity*) CAI_BaseNPC::ShouldChooseNewEnemy() CAI_BaseNPC::GatherEnemyConditions(CBaseEntity*) CAI_BaseNPC::EnemyDistTolerance() CAI_BaseNPC::StartTargetHandling(CBaseEntity*) CAI_BaseNPC::CreateCustomTarget(Vector const&, float) CAI_BaseNPC::ShouldPickADeathPose() CAI_BaseNPC::AllowedToIgnite() CAI_BaseNPC::GetGoalRepathTolerance(CBaseEntity*, GoalType_t, Vector const&, Vector const&) CAI_BaseNPC::IsCommandable() CAI_BaseNPC::IsPlayerAlly(CBasePlayer*) CAI_BaseNPC::IsMedic() CAI_BaseNPC::IsCommandMoving() CAI_BaseNPC::ShouldAutoSummon() CAI_BaseNPC::SetCommandGoal(Vector const&) CAI_BaseNPC::ClearCommandGoal() CAI_BaseNPC::OnTargetOrder() CAI_BaseNPC::OnMoveOrder() CAI_BaseNPC::IsValidCommandTarget(CBaseEntity*) CAI_BaseNPC::OnMoveToCommandGoalFailed() CAI_BaseNPC::GetSquadCommandRepresentative() CAI_BaseNPC::TargetOrder(CBaseEntity*, CAI_BaseNPC**, int) CAI_BaseNPC::MoveOrder(Vector const&, CAI_BaseNPC**, int) CAI_BaseNPC::CanBeUsedAsAFriend() CAI_BehaviorHost::CanRunAScriptedNPCInteraction(bool) CAI_BaseNPC::CanPlaySequence(bool, int) CAI_BaseNPC::CanPlaySentence(bool) CAI_BaseNPC::PlaySentence(char const*, float, float, soundlevel_t, CBaseEntity*) CAI_BaseNPC::PlayScriptedSentence(char const*, float, float, soundlevel_t, bool, CBaseEntity*) CAI_BaseNPC::FOkToMakeSound(int) CAI_BaseNPC::JustMadeSound(int, float) CAI_BaseNPC::DeathSound(CTakeDamageInfo const&) CAI_BaseNPC::AlertSound() CAI_BaseNPC::IdleSound() CAI_BaseNPC::PainSound(CTakeDamageInfo const&) CAI_BaseNPC::FearSound() CAI_BaseNPC::LostEnemySound() CAI_BaseNPC::FoundEnemySound() CAI_BaseNPC::BarnacleDeathSound() CAI_BaseNPC::SpeakSentence(int) CAI_BaseNPC::ShouldPlayIdleSound() CAI_BaseNPC::MakeAIFootstepSound(float, float) CAI_BaseNPC::GetExpresser() CAI_BaseNPC::CanRespondToEvent(char const*) CAI_BaseNPC::RespondedTo(char const*, bool, bool) CAI_BaseNPC::PlayerHasIlluminatedNPC(CBasePlayer*, float) CAI_BaseNPC::CapabilitiesGet() const CAI_BehaviorHost::IsNavigationUrgent() CAI_BaseNPC::ShouldFailNav(bool) CAI_BaseNPC::ShouldBruteForceFailedNav() CAI_BaseNPC::GetTimeToNavGoal() CAI_BaseNPC::MovementCost(int, Vector const&, Vector const&, float*) CAI_BaseNPC::CalcIdealYaw(Vector const&) CAI_BaseNPC::MaxYawSpeed() CAI_BaseNPC::AddFacingTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddFacingTarget(Vector const&, float, float, float) CAI_BaseNPC::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_BaseNPC::GetFacingDirection(Vector&) CAI_BaseNPC::IsJumpLegal(Vector const&, Vector const&, Vector const&) const CAI_BaseNPC::StepHeight() const CAI_BaseNPC::GetMaxJumpSpeed() const CAI_BaseNPC::GetJumpGravity() const CAI_BaseNPC::OverrideMove(float) CAI_BaseNPC::OverrideMoveFacing(AILocalMoveGoal_t const&, float) CAI_BaseNPC::IsUnusableNode(int, CAI_Hint*) CAI_BaseNPC::ValidateNavGoal() CAI_BehaviorHost::IsCurTaskContinuousMove() CAI_BaseNPC::IsValidMoveAwayDest(Vector const&) CAI_BehaviorHost::OnMovementFailed() CAI_BehaviorHost::OnMovementComplete() CAI_BaseNPC::IsUnreachable(CBaseEntity*) CAI_BaseNPC::CalcYawSpeed() CAI_BehaviorHost::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructingDoor(AILocalMoveGoal_t*, CBaseDoor*, float, AIMoveResult_t*) CAI_BaseNPC::OnUpcomingPropDoor(AILocalMoveGoal_t*, CBasePropDoor*, float, AIMoveResult_t*) CAI_BaseNPC::GetNodeViewOffset() CAI_BaseNPC::EyeOffset(Activity) CAI_BaseNPC::EyeLookTarget() CAI_BaseNPC::AddLookTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddLookTarget(Vector const&, float, float, float) CAI_BaseNPC::SetHeadDirection(Vector const&, float) CAI_BaseNPC::MaintainLookTargets(float) CAI_BaseNPC::ValidEyeTarget(Vector const&) CAI_BaseNPC::FacingPosition() CAI_BaseNPC::MaintainTurnActivity() CAI_BehaviorHost::AimGun() CAI_BaseNPC::SetAim(Vector const&) CAI_BaseNPC::RelaxAim() CAI_BaseNPC::GetAlternateMoveShootTarget() CAI_BaseNPC::InputOutsideTransition(inputdata_t&) CAI_BaseNPC::InputInsideTransition(inputdata_t&) CAI_BaseNPC::SetScriptedScheduleIgnoreConditions(Interruptability_t) CAI_BehaviorHost::ScheduledMoveToGoalEntity(int, CBaseEntity*, Activity) CAI_BehaviorHost::ScheduledFollowPath(int, CBaseEntity*, Activity) CAI_BaseNPC::GetEnemies() CAI_BaseNPC::RemoveMemory() CAI_BaseNPC::UpdateEnemyMemory(CBaseEntity*, Vector const&, CBaseEntity*) CAI_BaseNPC::GetReactionDelay(CBaseEntity*) CAI_BaseNPC::CanHolsterWeapon() CAI_BaseNPC::HolsterWeapon() CAI_BaseNPC::UnholsterWeapon() CAI_BaseNPC::OnRangeAttack1() CAI_BaseNPC::OnUpdateShotRegulator() CAI_BaseNPC::InitSquad() CAI_BaseNPC::SquadSlotName(int) CAI_BaseNPC::SetSquad(CAI_Squad*) CAI_BaseNPC::IsSilentSquadMember() const CAI_BaseNPC::FindCoverPos(CBaseEntity*, Vector*) CAI_BaseNPC::FindCoverPosInRadius(CBaseEntity*, Vector const&, float, Vector*) CAI_BaseNPC::FindCoverPos(CSound*, Vector*) CAI_BehaviorHost::IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorHost::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BaseNPC::TestShootPosition(Vector const&, Vector const&) CAI_BaseNPC::IsCoverPosition(Vector const&, Vector const&) CAI_BaseNPC::CoverRadius() CAI_BehaviorHost::GetMaxTacticalLateralMovement() CAI_BehaviorHost::OnChangeHintGroup(string_t, string_t) CAI_BaseNPC::ShouldFadeOnDeath() CAI_BaseNPC::RangeAttack1Conditions(float, float) CAI_BaseNPC::RangeAttack2Conditions(float, float) CAI_BaseNPC::MeleeAttack1Conditions(float, float) CAI_BaseNPC::MeleeAttack2Conditions(float, float) CAI_BaseNPC::InnateRange1MinRange() CAI_BaseNPC::InnateRange1MaxRange() CAI_BaseNPC::OnBeginMoveAndShoot() CAI_BaseNPC::OnEndMoveAndShoot() CAI_BaseNPC::UseAttackSquadSlots() CAI_BaseNPC::FindNamedEntity(char const*, IEntityFindFilter*) CAI_BaseNPC::ClearAttackConditions() CAI_BaseNPC::ShouldLookForBetterWeapon() CAI_BaseNPC::GiveWeapon(string_t) CAI_BaseNPC::OnGivenWeapon(CBaseCombatWeapon*) CAI_BaseNPC::WeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::CurrentWeaponLOSCondition(Vector const&, bool) CAI_BaseNPC::IsWaitingToRappel() CAI_BaseNPC::BeginRappel() CAI_BaseNPC::TranslateNavGoal(CBaseEntity*, Vector&) CAI_BehaviorHost::GetDefaultNavGoalTolerance() CAI_BaseNPC::FCanCheckAttacks() CAI_BaseNPC::CheckAmmo() CAI_BehaviorHost::FValidateHintType(CAI_Hint*) CAI_BaseNPC::GetHintActivity(short, Activity) CAI_BaseNPC::GetHintDelay(short) CAI_BaseNPC::GetCoverActivity(CAI_Hint*) CAI_BaseNPC::GetReloadActivity(CAI_Hint*) CAI_BaseNPC::SetTurnActivity() CAI_BaseNPC::GetHitgroupDamageMultiplier(int, CTakeDamageInfo const&) CAI_BaseNPC::PlayerInSpread(Vector const&, Vector const&, float, float, bool) CAI_BaseNPC::InnateWeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BehaviorHost::GetFlinchActivity(bool, bool) CAI_BaseNPC::GetShootEnemyDir(Vector const&, bool) CAI_BaseNPC::CollectShotStats(Vector const&, Vector const&) CAI_BaseNPC::ShouldMoveAndShoot() CAI_BaseNPC::IsLightDamage(CTakeDamageInfo const&) CAI_BaseNPC::IsHeavyDamage(CTakeDamageInfo const&) CAI_BaseNPC::PickupWeapon(CBaseCombatWeapon*) CAI_BaseNPC::PickupItem(CBaseEntity*) CAI_BaseNPC::NotifyDeadFriend(CBaseEntity*) CAI_BaseNPC::CalcReasonableFacing(bool) CAI_BaseNPC::IsValidReasonableFacing(Vector const&, float) CAI_BehaviorHost::GetReasonableFacingDist() CAI_BaseNPC::GetClassScheduleIdSpace() CAI_BaseNPC::GetSquadSlotDebugName(int) CAI_BehaviorHost::IsCrouching() CAI_BaseNPC::Crouch() CAI_BaseNPC::Stand() CAI_BaseNPC::DesireCrouch() CAI_BehaviorHost::IsCrouchedActivity(Activity) CAI_BaseNPC::GetCrouchEyeOffset() CAI_BaseNPC::GetCrouchGunOffset() CAI_BaseNPC::ReportAIState() CAI_BaseNPC::ReportOverThinkLimit(float) CAI_BaseNPC::ShouldProbeCollideAgainstEntity(CBaseEntity*) CAI_BehaviorHost::CreateBehaviors() CAI_BehaviorHost::ForceSelectedGo(CBaseEntity*, Vector const&, Vector const&, bool) CAI_BehaviorHost::ForceSelectedGoRandom() CAI_BehaviorHost::SpeakMapmakerInterruptConcept(string_t) CAI_BehaviorHost::OnChangeRunningBehavior(CAI_BehaviorBase*, CAI_BehaviorBase*) CAI_BehaviorHost::ShouldBehaviorSelectSchedule(CAI_BehaviorBase*) CAI_BehaviorHost::BackBridge_GatherConditions() CAI_BehaviorHost::BackBridge_SelectSchedule() CAI_BehaviorHost::BackBridge_TranslateSchedule(int) CAI_BehaviorHost::BackBridge_NPC_TranslateActivity(Activity) CAI_BehaviorHost::BackBridge_IsValidEnemy(CBaseEntity*) CAI_BehaviorHost::BackBridge_BestEnemy() CAI_BehaviorHost::BackBridge_IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorHost::BackBridge_IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorHost::BackBridge_GetMaxTacticalLateralMovement() CAI_BehaviorHost::BackBridge_ShouldIgnoreSound(CSound*) CAI_BehaviorHost::BackBridge_OnSeeEntity(CBaseEntity*) CAI_BehaviorHost::BackBridge_OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorHost::BackBridge_IsInterruptable() CAI_BehaviorHost::BackBridge_IsNavigationUrgent() CAI_BehaviorHost::BackBridge_ShouldPlayerAvoid() CAI_BehaviorHost::BackBridge_OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorHost::BackBridge_GetDefaultNavGoalTolerance() CAI_BehaviorHost::BackBridge_GetReasonableFacingDist() CAI_BehaviorHost::BackBridge_CanFlinch() CAI_BehaviorHost::BackBridge_IsCrouching() CAI_BehaviorHost::BackBridge_IsCrouchedActivity(Activity) CAI_BehaviorHost::BackBridge_QueryHearSound(CSound*) CAI_BehaviorHost::BackBridge_CanRunAScriptedNPCInteraction(bool) CAI_BehaviorHost::BackBridge_GetFlinchActivity(bool, bool) CAI_BehaviorHost::BackBridge_OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorHost::BackBridge_ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorHost::BackBridge_Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorHost::BackBridge_HandleAnimEvent(animevent_t*) vtable for CAI_BlendedMotor CAI_BlendedMotor::~CAI_BlendedMotor() CAI_BlendedMotor::~CAI_BlendedMotor() CAI_Component::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) CAI_BlendedMotor::MoveClimbStart(Vector const&, Vector const&, float, float) CAI_Motor::MoveClimbExecute(Vector const&, Vector const&, float, float, int) CAI_Motor::MoveClimbStop() CAI_BlendedMotor::MoveJumpStart(Vector const&) CAI_Motor::MoveJumpExecute() CAI_Motor::MoveJumpStop() CAI_BlendedMotor::ResetMoveCalculations() CAI_BlendedMotor::MoveStart() CAI_BlendedMotor::MoveStop() CAI_BlendedMotor::MovePaused() CAI_BlendedMotor::OverrideMaxYawSpeed(Activity) CAI_Motor::AddFacingTarget(CBaseEntity*, float, float, float) CAI_Motor::AddFacingTarget(Vector const&, float, float, float) CAI_Motor::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_Motor::GetFacingDirection(Vector&) CAI_BlendedMotor::UpdateYaw(int) CAI_BlendedMotor::RecalculateYawSpeed() CAI_BlendedMotor::MaintainTurnActivity() CAI_BlendedMotor::AddTurnGesture(float) CAI_Motor::MinStoppingDist(float) CAI_Motor::MinCheckDist() CAI_Motor::MoveFacing(AILocalMoveGoal_t const&) CAI_BlendedMotor::MoveGroundExecute(AILocalMoveGoal_t const&, AIMoveTrace_t*) CAI_BlendedMotor::MoveFlyExecute(AILocalMoveGoal_t const&, AIMoveTrace_t*) vtable for CAI_BlendingHost > CAI_BlendingHost >::~CAI_BlendingHost() CAI_BlendingHost >::~CAI_BlendingHost() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CAI_BaseNPC::GetServerClass() CAI_BaseNPC::YouForgotToImplementOrDeclareServerClass() CAI_BaseNPC::GetDataDescMap() CBaseCombatCharacter::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CAI_BaseNPC::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CAI_BaseNPC::GetTracerType() CBaseCombatCharacter::Spawn() CAI_BehaviorHost::Precache() CBaseFlex::SetModel(char const*) CBaseAnimating::OnNewModel() CAI_BaseNPC::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAI_BaseNPC::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_BaseNPC::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_BaseNPC::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CAI_BaseNPC::DrawDebugGeometryOverlays() CAI_BaseNPC::DrawDebugTextOverlays() CAI_BehaviorHost::Save(ISave&) CAI_BehaviorHost::Restore(IRestore&) CAI_BaseNPC::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_BehaviorHost::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CAI_BaseNPC::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CAI_BaseNPC::PassesDamageFilter(CTakeDamageInfo const&) CAI_BaseNPC::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseCombatCharacter::TakeHealth(float, int) CBaseEntity::IsAlive() CAI_BehaviorHost::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CAI_BaseNPC::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CAI_BaseNPC::IsMoving() CBaseEntity::DamageDecal(int, int) CAI_BaseNPC::DecalTrace(CGameTrace*, char const*) CAI_BaseNPC::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CAI_BaseNPC::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseCombatCharacter::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CAI_BaseNPC::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CAI_BaseNPC::GetEnemy() CAI_BaseNPC::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CAI_BaseNPC::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_BehaviorHost::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CAI_BehaviorHost::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CAI_BaseNPC::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CAI_BaseNPC::FireBullets(FireBulletsInfo_t const&) CAI_BaseNPC::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CAI_BehaviorHost::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CAI_BaseNPC::NetworkStateChanged_m_lifeState() CAI_BaseNPC::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CAI_BaseNPC::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CAI_BaseNPC::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CAI_BaseNPC::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CAI_BaseNPC::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CAI_BaseNPC::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CAI_BaseNPC::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CAI_BehaviorHost::HandleAnimEvent(animevent_t*) CAI_BaseNPC::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CAI_BaseNPC::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBaseCombatCharacter::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CAI_BaseNPC::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CAI_BaseNPC::HandleInteraction(int, void*, CBaseCombatCharacter*) CBaseCombatCharacter::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CAI_BaseNPC::HeadDirection2D() CAI_BaseNPC::HeadDirection3D() CAI_BaseNPC::EyeDirection2D() CAI_BaseNPC::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CAI_BehaviorHost::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) CAI_BaseNPC::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CAI_BehaviorHost::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dying(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CAI_BehaviorHost::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BaseNPC::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CAI_BaseNPC::Event_Gibbed(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBaseCombatCharacter::IsInAVehicle() const CBaseCombatCharacter::GetVehicle() CBaseCombatCharacter::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::DoMuzzleFlash() CAI_BaseNPC::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CAI_BaseNPC::AddClassRelationship(Class_T, Disposition_t, int) CAI_BehaviorHost::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBaseCombatCharacter::NetworkStateChanged_m_iAmmo() CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void*) CAI_BehaviorHost::NPCInit() CAI_BaseNPC::PostNPCInit() CAI_BaseNPC::StartNPC() CAI_BehaviorHost::CleanupOnDeath(CBaseEntity*, bool) CAI_BehaviorHost::CreateComponents() CAI_BaseNPC::CreateSenses() CAI_BaseNPC::CreateMoveProbe() CAI_BlendingHost >::CreateMotor() CAI_BaseNPC::CreateLocalNavigator() CAI_BlendingHost >::CreateNavigator() CAI_BaseNPC::CreatePathfinder() CAI_BaseNPC::CreateTacticalServices() CAI_BaseNPC::NPCThink() CAI_BaseNPC::RunAI() CAI_BehaviorHost::GatherConditions() CAI_BehaviorHost::PrescheduleThink() CAI_BaseNPC::PostscheduleThink() CAI_BehaviorHost::OnScheduleChange() CAI_BehaviorHost::OnStartSchedule(int) CAI_BehaviorHost::SelectSchedule() CAI_BehaviorHost::SelectFailSchedule(int, int, int) CAI_BehaviorHost::TranslateSchedule(int) CAI_BehaviorHost::StartTask(Task_t const*) CAI_BehaviorHost::RunTask(Task_t const*) CAI_BehaviorHost::IsInterruptable() CAI_BaseNPC::OnStartScene() CAI_BehaviorHost::ShouldPlayerAvoid() CAI_BaseNPC::SetPlayerAvoidState() CAI_BaseNPC::PlayerPenetratingVPhysics() CAI_BehaviorHost::ShouldAlwaysThink() CAI_BaseNPC::LineOfSightDist(Vector const&, float) CAI_BaseNPC::PostRunStopMoving() CAI_BaseNPC::StartTask(Task_t*) CAI_BaseNPC::RunTask(Task_t*) CAI_BehaviorHost::GetSchedule(int) CAI_BaseNPC::GetLocalScheduleId(int) CAI_BaseNPC::GetGlobalScheduleId(int) CAI_BaseNPC::TaskFail(int) CAI_BehaviorHost::TaskName(int) CAI_BaseNPC::GetLocalTaskId(int) CAI_BaseNPC::GetSchedulingErrorName() CAI_BaseNPC::LoadedSchedules() CAI_BehaviorHost::BuildScheduleTestBits() CAI_BehaviorHost::GetNewSchedule() CAI_BehaviorHost::GetFailSchedule() CAI_BehaviorHost::CanFlinch() CAI_BaseNPC::CheckFlinches() CAI_BaseNPC::PlayFlinchGesture() CAI_BaseNPC::IsAllowedToDodge() CAI_BaseNPC::SelectDeadSchedule() CAI_BehaviorHost::GetRunningBehavior() CAI_BaseNPC::ShouldAcceptGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnClearGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BehaviorHost::OnBehaviorChangeStatus(CAI_BehaviorBase*, bool) CAI_BehaviorHost::AccessBehaviors() CAI_BehaviorHost::NumBehaviors() CAI_BaseNPC::ConditionName(int) CAI_BaseNPC::RemoveIgnoredConditions() CAI_BaseNPC::SelectIdealState() CAI_BaseNPC::ShouldGoToIdleState() CAI_BaseNPC::OnStateChange(NPC_STATE, NPC_STATE) CAI_BaseNPC::UpdateEfficiency(bool) CAI_BaseNPC::Wake(bool) CAI_BaseNPC::SetActivity(Activity) CAI_BaseNPC::IsActivityMovementPhased(Activity) CAI_BaseNPC::OnChangeActivity(Activity) CAI_BehaviorHost::QueryHearSound(CSound*) CAI_BaseNPC::QuerySeeEntity(CBaseEntity*, bool) CAI_BaseNPC::OnLooked(int) CAI_BaseNPC::OnListened() CAI_BehaviorHost::OnSeeEntity(CBaseEntity*) CAI_BaseNPC::ShouldNotDistanceCull() CAI_BaseNPC::GetSoundInterests() CAI_BaseNPC::GetSoundPriority(CSound*) CAI_BaseNPC::GetBestSound(int) CAI_BaseNPC::GetBestScent() CAI_BaseNPC::HearingSensitivity() CAI_BehaviorHost::ShouldIgnoreSound(CSound*) CAI_BaseNPC::ClearSenseConditions() CAI_BehaviorHost::BestEnemy() CAI_BehaviorHost::IsValidEnemy(CBaseEntity*) CAI_BaseNPC::CanBeAnEnemyOf(CBaseEntity*) CAI_BaseNPC::ShouldChooseNewEnemy() CAI_BaseNPC::GatherEnemyConditions(CBaseEntity*) CAI_BaseNPC::EnemyDistTolerance() CAI_BaseNPC::StartTargetHandling(CBaseEntity*) CAI_BaseNPC::CreateCustomTarget(Vector const&, float) CAI_BaseNPC::ShouldPickADeathPose() CAI_BaseNPC::AllowedToIgnite() CAI_BaseNPC::GetGoalRepathTolerance(CBaseEntity*, GoalType_t, Vector const&, Vector const&) CAI_BaseNPC::IsCommandable() CAI_BaseNPC::IsPlayerAlly(CBasePlayer*) CAI_BaseNPC::IsMedic() CAI_BaseNPC::IsCommandMoving() CAI_BaseNPC::ShouldAutoSummon() CAI_BaseNPC::SetCommandGoal(Vector const&) CAI_BaseNPC::ClearCommandGoal() CAI_BaseNPC::OnTargetOrder() CAI_BaseNPC::OnMoveOrder() CAI_BaseNPC::IsValidCommandTarget(CBaseEntity*) CAI_BaseNPC::OnMoveToCommandGoalFailed() CAI_BaseNPC::GetSquadCommandRepresentative() CAI_BaseNPC::TargetOrder(CBaseEntity*, CAI_BaseNPC**, int) CAI_BaseNPC::MoveOrder(Vector const&, CAI_BaseNPC**, int) CAI_BaseNPC::CanBeUsedAsAFriend() CAI_BehaviorHost::CanRunAScriptedNPCInteraction(bool) CAI_BaseNPC::CanPlaySequence(bool, int) CAI_BaseNPC::CanPlaySentence(bool) CAI_BaseNPC::PlaySentence(char const*, float, float, soundlevel_t, CBaseEntity*) CAI_BaseNPC::PlayScriptedSentence(char const*, float, float, soundlevel_t, bool, CBaseEntity*) CAI_BaseNPC::FOkToMakeSound(int) CAI_BaseNPC::JustMadeSound(int, float) CAI_BaseNPC::DeathSound(CTakeDamageInfo const&) CAI_BaseNPC::AlertSound() CAI_BaseNPC::IdleSound() CAI_BaseNPC::PainSound(CTakeDamageInfo const&) CAI_BaseNPC::FearSound() CAI_BaseNPC::LostEnemySound() CAI_BaseNPC::FoundEnemySound() CAI_BaseNPC::BarnacleDeathSound() CAI_BaseNPC::SpeakSentence(int) CAI_BaseNPC::ShouldPlayIdleSound() CAI_BaseNPC::MakeAIFootstepSound(float, float) CAI_BaseNPC::GetExpresser() CAI_BaseNPC::CanRespondToEvent(char const*) CAI_BaseNPC::RespondedTo(char const*, bool, bool) CAI_BaseNPC::PlayerHasIlluminatedNPC(CBasePlayer*, float) CAI_BaseNPC::CapabilitiesGet() const CAI_BehaviorHost::IsNavigationUrgent() CAI_BaseNPC::ShouldFailNav(bool) CAI_BaseNPC::ShouldBruteForceFailedNav() CAI_BlendingHost >::GetTimeToNavGoal() CAI_BaseNPC::MovementCost(int, Vector const&, Vector const&, float*) CAI_BaseNPC::CalcIdealYaw(Vector const&) CAI_BlendingHost >::MaxYawSpeed() CAI_BaseNPC::AddFacingTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddFacingTarget(Vector const&, float, float, float) CAI_BaseNPC::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_BaseNPC::GetFacingDirection(Vector&) CAI_BaseNPC::IsJumpLegal(Vector const&, Vector const&, Vector const&) const CAI_BaseNPC::StepHeight() const CAI_BaseNPC::GetMaxJumpSpeed() const CAI_BaseNPC::GetJumpGravity() const CAI_BaseNPC::OverrideMove(float) CAI_BaseNPC::OverrideMoveFacing(AILocalMoveGoal_t const&, float) CAI_BaseNPC::IsUnusableNode(int, CAI_Hint*) CAI_BaseNPC::ValidateNavGoal() CAI_BehaviorHost::IsCurTaskContinuousMove() CAI_BaseNPC::IsValidMoveAwayDest(Vector const&) CAI_BehaviorHost::OnMovementFailed() CAI_BehaviorHost::OnMovementComplete() CAI_BaseNPC::IsUnreachable(CBaseEntity*) CAI_BaseNPC::CalcYawSpeed() CAI_BehaviorHost::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructingDoor(AILocalMoveGoal_t*, CBaseDoor*, float, AIMoveResult_t*) CAI_BaseNPC::OnUpcomingPropDoor(AILocalMoveGoal_t*, CBasePropDoor*, float, AIMoveResult_t*) CAI_BaseNPC::GetNodeViewOffset() CAI_BaseNPC::EyeOffset(Activity) CAI_BaseNPC::EyeLookTarget() CAI_BaseNPC::AddLookTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddLookTarget(Vector const&, float, float, float) CAI_BaseNPC::SetHeadDirection(Vector const&, float) CAI_BaseNPC::MaintainLookTargets(float) CAI_BaseNPC::ValidEyeTarget(Vector const&) CAI_BaseNPC::FacingPosition() CAI_BaseNPC::MaintainTurnActivity() CAI_BehaviorHost::AimGun() CAI_BaseNPC::SetAim(Vector const&) CAI_BaseNPC::RelaxAim() CAI_BaseNPC::GetAlternateMoveShootTarget() CAI_BaseNPC::InputOutsideTransition(inputdata_t&) CAI_BaseNPC::InputInsideTransition(inputdata_t&) CAI_BaseNPC::SetScriptedScheduleIgnoreConditions(Interruptability_t) CAI_BehaviorHost::ScheduledMoveToGoalEntity(int, CBaseEntity*, Activity) CAI_BehaviorHost::ScheduledFollowPath(int, CBaseEntity*, Activity) CAI_BaseNPC::GetEnemies() CAI_BaseNPC::RemoveMemory() CAI_BaseNPC::UpdateEnemyMemory(CBaseEntity*, Vector const&, CBaseEntity*) CAI_BaseNPC::GetReactionDelay(CBaseEntity*) CAI_BaseNPC::CanHolsterWeapon() CAI_BaseNPC::HolsterWeapon() CAI_BaseNPC::UnholsterWeapon() CAI_BaseNPC::OnRangeAttack1() CAI_BaseNPC::OnUpdateShotRegulator() CAI_BaseNPC::InitSquad() CAI_BaseNPC::SquadSlotName(int) CAI_BaseNPC::SetSquad(CAI_Squad*) CAI_BaseNPC::IsSilentSquadMember() const CAI_BaseNPC::FindCoverPos(CBaseEntity*, Vector*) CAI_BaseNPC::FindCoverPosInRadius(CBaseEntity*, Vector const&, float, Vector*) CAI_BaseNPC::FindCoverPos(CSound*, Vector*) CAI_BehaviorHost::IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorHost::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BaseNPC::TestShootPosition(Vector const&, Vector const&) CAI_BaseNPC::IsCoverPosition(Vector const&, Vector const&) CAI_BaseNPC::CoverRadius() CAI_BehaviorHost::GetMaxTacticalLateralMovement() CAI_BehaviorHost::OnChangeHintGroup(string_t, string_t) CAI_BaseNPC::ShouldFadeOnDeath() CAI_BaseNPC::RangeAttack1Conditions(float, float) CAI_BaseNPC::RangeAttack2Conditions(float, float) CAI_BaseNPC::MeleeAttack1Conditions(float, float) CAI_BaseNPC::MeleeAttack2Conditions(float, float) CAI_BaseNPC::InnateRange1MinRange() CAI_BaseNPC::InnateRange1MaxRange() CAI_BaseNPC::OnBeginMoveAndShoot() CAI_BaseNPC::OnEndMoveAndShoot() CAI_BaseNPC::UseAttackSquadSlots() CAI_BaseNPC::FindNamedEntity(char const*, IEntityFindFilter*) CAI_BaseNPC::ClearAttackConditions() CAI_BaseNPC::ShouldLookForBetterWeapon() CAI_BaseNPC::GiveWeapon(string_t) CAI_BaseNPC::OnGivenWeapon(CBaseCombatWeapon*) CAI_BaseNPC::WeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::CurrentWeaponLOSCondition(Vector const&, bool) CAI_BaseNPC::IsWaitingToRappel() CAI_BaseNPC::BeginRappel() CAI_BaseNPC::TranslateNavGoal(CBaseEntity*, Vector&) CAI_BehaviorHost::GetDefaultNavGoalTolerance() CAI_BaseNPC::FCanCheckAttacks() CAI_BaseNPC::CheckAmmo() CAI_BehaviorHost::FValidateHintType(CAI_Hint*) CAI_BaseNPC::GetHintActivity(short, Activity) CAI_BaseNPC::GetHintDelay(short) CAI_BaseNPC::GetCoverActivity(CAI_Hint*) CAI_BaseNPC::GetReloadActivity(CAI_Hint*) CAI_BaseNPC::SetTurnActivity() CAI_BaseNPC::GetHitgroupDamageMultiplier(int, CTakeDamageInfo const&) CAI_BaseNPC::PlayerInSpread(Vector const&, Vector const&, float, float, bool) CAI_BaseNPC::InnateWeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BehaviorHost::GetFlinchActivity(bool, bool) CAI_BaseNPC::GetShootEnemyDir(Vector const&, bool) CAI_BaseNPC::CollectShotStats(Vector const&, Vector const&) CAI_BaseNPC::ShouldMoveAndShoot() CAI_BaseNPC::IsLightDamage(CTakeDamageInfo const&) CAI_BaseNPC::IsHeavyDamage(CTakeDamageInfo const&) CAI_BaseNPC::PickupWeapon(CBaseCombatWeapon*) CAI_BaseNPC::PickupItem(CBaseEntity*) CAI_BaseNPC::NotifyDeadFriend(CBaseEntity*) CAI_BaseNPC::CalcReasonableFacing(bool) CAI_BaseNPC::IsValidReasonableFacing(Vector const&, float) CAI_BehaviorHost::GetReasonableFacingDist() CAI_BaseNPC::GetClassScheduleIdSpace() CAI_BaseNPC::GetSquadSlotDebugName(int) CAI_BehaviorHost::IsCrouching() CAI_BaseNPC::Crouch() CAI_BaseNPC::Stand() CAI_BaseNPC::DesireCrouch() CAI_BehaviorHost::IsCrouchedActivity(Activity) CAI_BaseNPC::GetCrouchEyeOffset() CAI_BaseNPC::GetCrouchGunOffset() CAI_BaseNPC::ReportAIState() CAI_BaseNPC::ReportOverThinkLimit(float) CAI_BaseNPC::ShouldProbeCollideAgainstEntity(CBaseEntity*) CAI_BehaviorHost::CreateBehaviors() CAI_BehaviorHost::ForceSelectedGo(CBaseEntity*, Vector const&, Vector const&, bool) CAI_BehaviorHost::ForceSelectedGoRandom() CAI_BehaviorHost::SpeakMapmakerInterruptConcept(string_t) CAI_BehaviorHost::OnChangeRunningBehavior(CAI_BehaviorBase*, CAI_BehaviorBase*) CAI_BehaviorHost::ShouldBehaviorSelectSchedule(CAI_BehaviorBase*) CAI_BehaviorHost::BackBridge_GatherConditions() CAI_BehaviorHost::BackBridge_SelectSchedule() CAI_BehaviorHost::BackBridge_TranslateSchedule(int) CAI_BehaviorHost::BackBridge_NPC_TranslateActivity(Activity) CAI_BehaviorHost::BackBridge_IsValidEnemy(CBaseEntity*) CAI_BehaviorHost::BackBridge_BestEnemy() CAI_BehaviorHost::BackBridge_IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorHost::BackBridge_IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorHost::BackBridge_GetMaxTacticalLateralMovement() CAI_BehaviorHost::BackBridge_ShouldIgnoreSound(CSound*) CAI_BehaviorHost::BackBridge_OnSeeEntity(CBaseEntity*) CAI_BehaviorHost::BackBridge_OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorHost::BackBridge_IsInterruptable() CAI_BehaviorHost::BackBridge_IsNavigationUrgent() CAI_BehaviorHost::BackBridge_ShouldPlayerAvoid() CAI_BehaviorHost::BackBridge_OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorHost::BackBridge_GetDefaultNavGoalTolerance() CAI_BehaviorHost::BackBridge_GetReasonableFacingDist() CAI_BehaviorHost::BackBridge_CanFlinch() CAI_BehaviorHost::BackBridge_IsCrouching() CAI_BehaviorHost::BackBridge_IsCrouchedActivity(Activity) CAI_BehaviorHost::BackBridge_QueryHearSound(CSound*) CAI_BehaviorHost::BackBridge_CanRunAScriptedNPCInteraction(bool) CAI_BehaviorHost::BackBridge_GetFlinchActivity(bool, bool) CAI_BehaviorHost::BackBridge_OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorHost::BackBridge_ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorHost::BackBridge_Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorHost::BackBridge_HandleAnimEvent(animevent_t*) vtable for CAI_ChangeHintGroup CAI_ChangeHintGroup::~CAI_ChangeHintGroup() CAI_ChangeHintGroup::~CAI_ChangeHintGroup() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_ChangeHintGroup::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_ChangeHintGroup::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAI_ChangeTarget CAI_ChangeTarget::~CAI_ChangeTarget() CAI_ChangeTarget::~CAI_ChangeTarget() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_ChangeTarget::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_ChangeTarget::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAI_Component CAI_Component::~CAI_Component() CAI_Component::~CAI_Component() CAI_Component::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) vtable for CAI_ComponentWithOuter CAI_ComponentWithOuter::~CAI_ComponentWithOuter() CAI_ComponentWithOuter::~CAI_ComponentWithOuter() CAI_ComponentWithOuter::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) (pure virtual function) CAI_BehaviorBase::KeyValue(char const*, char const*) CAI_BehaviorBase::CanSelectSchedule() CAI_BehaviorBase::BeginScheduleSelection() CAI_BehaviorBase::EndScheduleSelection() CAI_BehaviorBase::BridgeSpeakMapmakerInterruptConcept(string_t) CAI_BehaviorBase::GatherConditions() CAI_BehaviorBase::GatherConditionsNotActive() CAI_BehaviorBase::OnUpdateShotRegulator() CAI_BehaviorBase::GetClassScheduleIdSpace() CAI_BehaviorBase::DrawDebugTextOverlays(int) CAI_BehaviorBase::Save(ISave&) CAI_BehaviorBase::Restore(IRestore&) CAI_BehaviorBase::Precache() CAI_BehaviorBase::Spawn() CAI_BehaviorBase::UpdateOnRemove() CAI_BehaviorBase::Event_Killed(CTakeDamageInfo const&) CAI_BehaviorBase::CleanupOnDeath(CBaseEntity*, bool) CAI_BehaviorBase::PrescheduleThink() CAI_BehaviorBase::OnScheduleChange() CAI_BehaviorBase::OnStartSchedule(int) CAI_BehaviorBase::SelectSchedule() CAI_BehaviorBase::SelectFailSchedule(int, int, int) CAI_BehaviorBase::StartTask(Task_t const*) CAI_BehaviorBase::RunTask(Task_t const*) CAI_BehaviorBase::AimGun() CAI_BehaviorBase::TranslateSchedule(int) CAI_BehaviorBase::GetSchedule(int) CAI_BehaviorBase::GetSchedulingErrorName() CAI_BehaviorBase::BuildScheduleTestBits() CAI_BehaviorBase::NPC_TranslateActivity(Activity) CAI_BehaviorBase::IsCurTaskContinuousMove() CAI_BehaviorBase::OnMovementFailed() CAI_BehaviorBase::OnMovementComplete() CAI_BehaviorBase::GetDefaultNavGoalTolerance() CAI_BehaviorBase::FValidateHintType(CAI_Hint*) CAI_BehaviorBase::IsValidEnemy(CBaseEntity*) CAI_BehaviorBase::BestEnemy() CAI_BehaviorBase::IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorBase::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorBase::GetMaxTacticalLateralMovement() CAI_BehaviorBase::ShouldIgnoreSound(CSound*) CAI_BehaviorBase::OnSeeEntity(CBaseEntity*) CAI_BehaviorBase::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorBase::IsInterruptable() CAI_BehaviorBase::IsNavigationUrgent() CAI_BehaviorBase::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorBase::GetReasonableFacingDist() CAI_BehaviorBase::ShouldPlayerAvoid() CAI_BehaviorBase::CanFlinch() CAI_BehaviorBase::IsCrouching() CAI_BehaviorBase::IsCrouchedActivity(Activity) CAI_BehaviorBase::QueryHearSound(CSound*) CAI_BehaviorBase::CanRunAScriptedNPCInteraction(bool) CAI_BehaviorBase::GetFlinchActivity(bool, bool) CAI_BehaviorBase::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorBase::ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorBase::Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorBase::HandleAnimEvent(animevent_t*) CAI_BehaviorBase::ShouldAlwaysThink() CAI_BehaviorBase::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CAI_BehaviorBase::SpeakMapmakerInterruptConcept(string_t) CAI_BehaviorBase::OnRestore() CAI_BehaviorBase::OnChangeHintGroup(string_t, string_t) CAI_BehaviorBase::IsBehaviorSchedule(int) CAI_BehaviorBase::GetDataDescMap() vtable for CAI_DefMovementSink CAI_DefMovementSink::CalcYawSpeed() CAI_DefMovementSink::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_DefMovementSink::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_DefMovementSink::OnFailedSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_DefMovementSink::OnFailedLocalNavigation(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_DefMovementSink::OnInsufficientStopDist(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_DefMovementSink::OnMoveBlocked(AIMoveResult_t*) CAI_DefMovementSink::OnMoveStalled(AILocalMoveGoal_t const&) CAI_DefMovementSink::OnMoveExecuteFailed(AILocalMoveGoal_t const&, AIMoveTrace_t const&, AIMotorMoveResult_t, AIMoveResult_t*) vtable for CAI_DynamicLink CAI_DynamicLink::~CAI_DynamicLink() CAI_DynamicLink::~CAI_DynamicLink() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_DynamicLink::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_DynamicLink::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAI_DynamicLinkController CAI_DynamicLinkController::~CAI_DynamicLinkController() CAI_DynamicLinkController::~CAI_DynamicLinkController() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_DynamicLinkController::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CServerOnlyEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAI_EnemiesListSaveRestoreOps CAI_EnemiesListSaveRestoreOps::Save(SaveRestoreFieldInfo_t const&, ISave*) CAI_EnemiesListSaveRestoreOps::Restore(SaveRestoreFieldInfo_t const&, IRestore*) CAI_EnemiesListSaveRestoreOps::IsEmpty(SaveRestoreFieldInfo_t const&) CAI_EnemiesListSaveRestoreOps::MakeEmpty(SaveRestoreFieldInfo_t const&) CDefSaveRestoreOps::Parse(SaveRestoreFieldInfo_t const&, char const*) vtable for CAI_Expresser CAI_Expresser::~CAI_Expresser() CAI_Expresser::~CAI_Expresser() CAI_Expresser::IsValidResponse(ResponseType_t, char const*) CAI_Expresser::SpeakRawSentence(char const*, float, float, soundlevel_t, CBaseEntity*) CAI_Expresser::IsSpeaking() CAI_Expresser::SetOuter(CBaseFlex*) vtable for CAI_ExpresserHost CAI_ExpresserHost::~CAI_ExpresserHost() CAI_ExpresserHost::~CAI_ExpresserHost() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CAI_BaseNPC::GetServerClass() CAI_BaseNPC::YouForgotToImplementOrDeclareServerClass() CAI_BaseNPC::GetDataDescMap() CBaseCombatCharacter::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CAI_BaseNPC::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CAI_BaseNPC::GetTracerType() CBaseCombatCharacter::Spawn() CAI_BehaviorHost::Precache() CBaseFlex::SetModel(char const*) CBaseAnimating::OnNewModel() CAI_BaseNPC::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAI_BaseNPC::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_BaseNPC::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_BaseNPC::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CAI_BaseNPC::DrawDebugGeometryOverlays() CAI_BaseNPC::DrawDebugTextOverlays() CAI_BehaviorHost::Save(ISave&) CAI_BehaviorHost::Restore(IRestore&) CAI_BaseNPC::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_BehaviorHost::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CAI_ExpresserHost::GetResponseSystem() CAI_ExpresserHost::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CAI_BaseNPC::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CAI_BaseNPC::PassesDamageFilter(CTakeDamageInfo const&) CAI_BaseHumanoid::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseCombatCharacter::TakeHealth(float, int) CBaseEntity::IsAlive() CAI_BehaviorHost::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CAI_BaseNPC::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CAI_BaseNPC::IsMoving() CBaseEntity::DamageDecal(int, int) CAI_BaseNPC::DecalTrace(CGameTrace*, char const*) CAI_BaseNPC::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CAI_BaseNPC::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseCombatCharacter::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CAI_BaseNPC::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CAI_BaseNPC::GetEnemy() CAI_BaseNPC::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CAI_BaseNPC::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_BehaviorHost::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CAI_BehaviorHost::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CAI_BaseNPC::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CAI_BaseNPC::FireBullets(FireBulletsInfo_t const&) CAI_BaseNPC::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CAI_ExpresserHost::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CAI_BaseNPC::NetworkStateChanged_m_lifeState() CAI_BaseNPC::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CAI_BaseNPC::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CAI_BaseNPC::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CAI_BaseNPC::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CAI_BaseNPC::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CAI_BaseNPC::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CAI_BaseNPC::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CAI_BehaviorHost::HandleAnimEvent(animevent_t*) CAI_BaseNPC::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CAI_BaseNPC::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBaseCombatCharacter::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CAI_BaseNPC::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CAI_BaseHumanoid::HandleInteraction(int, void*, CBaseCombatCharacter*) CBaseCombatCharacter::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CAI_BaseNPC::HeadDirection2D() CAI_BaseNPC::HeadDirection3D() CAI_BaseNPC::EyeDirection2D() CAI_BaseNPC::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CAI_BehaviorHost::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) CAI_BaseNPC::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CAI_BehaviorHost::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dying(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CAI_BehaviorHost::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BaseNPC::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CAI_BaseNPC::Event_Gibbed(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBaseCombatCharacter::IsInAVehicle() const CBaseCombatCharacter::GetVehicle() CBaseCombatCharacter::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::DoMuzzleFlash() CAI_BaseNPC::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CAI_BaseNPC::AddClassRelationship(Class_T, Disposition_t, int) CAI_BehaviorHost::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBaseCombatCharacter::NetworkStateChanged_m_iAmmo() CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void*) CAI_BehaviorHost::NPCInit() CAI_BaseNPC::PostNPCInit() CAI_BaseNPC::StartNPC() CAI_BehaviorHost::CleanupOnDeath(CBaseEntity*, bool) CAI_BehaviorHost::CreateComponents() CAI_BaseNPC::CreateSenses() CAI_BaseNPC::CreateMoveProbe() CAI_BlendingHost >::CreateMotor() CAI_BaseNPC::CreateLocalNavigator() CAI_BlendingHost >::CreateNavigator() CAI_BaseNPC::CreatePathfinder() CAI_BaseNPC::CreateTacticalServices() CAI_BaseNPC::NPCThink() CAI_BaseNPC::RunAI() CAI_BehaviorHost::GatherConditions() CAI_BehaviorHost::PrescheduleThink() CAI_BaseNPC::PostscheduleThink() CAI_BehaviorHost::OnScheduleChange() CAI_BehaviorHost::OnStartSchedule(int) CAI_BehaviorHost::SelectSchedule() CAI_BehaviorHost::SelectFailSchedule(int, int, int) CAI_BehaviorHost::TranslateSchedule(int) CAI_BaseHumanoid::StartTask(Task_t const*) CAI_BaseHumanoid::RunTask(Task_t const*) CAI_BehaviorHost::IsInterruptable() CAI_BaseNPC::OnStartScene() CAI_BehaviorHost::ShouldPlayerAvoid() CAI_BaseNPC::SetPlayerAvoidState() CAI_BaseNPC::PlayerPenetratingVPhysics() CAI_BehaviorHost::ShouldAlwaysThink() CAI_BaseNPC::LineOfSightDist(Vector const&, float) CAI_BaseNPC::PostRunStopMoving() CAI_BaseNPC::StartTask(Task_t*) CAI_BaseNPC::RunTask(Task_t*) CAI_BehaviorHost::GetSchedule(int) CAI_BaseNPC::GetLocalScheduleId(int) CAI_BaseNPC::GetGlobalScheduleId(int) CAI_BaseNPC::TaskFail(int) CAI_BehaviorHost::TaskName(int) CAI_BaseNPC::GetLocalTaskId(int) CAI_BaseNPC::GetSchedulingErrorName() CAI_BaseNPC::LoadedSchedules() CAI_BaseHumanoid::BuildScheduleTestBits() CAI_BehaviorHost::GetNewSchedule() CAI_BehaviorHost::GetFailSchedule() CAI_BehaviorHost::CanFlinch() CAI_BaseNPC::CheckFlinches() CAI_BaseNPC::PlayFlinchGesture() CAI_BaseNPC::IsAllowedToDodge() CAI_BaseNPC::SelectDeadSchedule() CAI_BehaviorHost::GetRunningBehavior() CAI_BaseNPC::ShouldAcceptGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnClearGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BehaviorHost::OnBehaviorChangeStatus(CAI_BehaviorBase*, bool) CAI_BehaviorHost::AccessBehaviors() CAI_BehaviorHost::NumBehaviors() CAI_BaseNPC::ConditionName(int) CAI_BaseNPC::RemoveIgnoredConditions() CAI_BaseNPC::SelectIdealState() CAI_BaseNPC::ShouldGoToIdleState() CAI_BaseNPC::OnStateChange(NPC_STATE, NPC_STATE) CAI_BaseNPC::UpdateEfficiency(bool) CAI_BaseNPC::Wake(bool) CAI_BaseNPC::SetActivity(Activity) CAI_BaseNPC::IsActivityMovementPhased(Activity) CAI_BaseNPC::OnChangeActivity(Activity) CAI_BehaviorHost::QueryHearSound(CSound*) CAI_BaseNPC::QuerySeeEntity(CBaseEntity*, bool) CAI_BaseNPC::OnLooked(int) CAI_BaseNPC::OnListened() CAI_BehaviorHost::OnSeeEntity(CBaseEntity*) CAI_BaseNPC::ShouldNotDistanceCull() CAI_BaseNPC::GetSoundInterests() CAI_BaseNPC::GetSoundPriority(CSound*) CAI_BaseNPC::GetBestSound(int) CAI_BaseNPC::GetBestScent() CAI_BaseNPC::HearingSensitivity() CAI_BehaviorHost::ShouldIgnoreSound(CSound*) CAI_BaseNPC::ClearSenseConditions() CAI_BehaviorHost::BestEnemy() CAI_BehaviorHost::IsValidEnemy(CBaseEntity*) CAI_BaseNPC::CanBeAnEnemyOf(CBaseEntity*) CAI_BaseNPC::ShouldChooseNewEnemy() CAI_BaseNPC::GatherEnemyConditions(CBaseEntity*) CAI_BaseNPC::EnemyDistTolerance() CAI_BaseNPC::StartTargetHandling(CBaseEntity*) CAI_BaseNPC::CreateCustomTarget(Vector const&, float) CAI_BaseNPC::ShouldPickADeathPose() CAI_BaseNPC::AllowedToIgnite() CAI_BaseNPC::GetGoalRepathTolerance(CBaseEntity*, GoalType_t, Vector const&, Vector const&) CAI_BaseNPC::IsCommandable() CAI_BaseNPC::IsPlayerAlly(CBasePlayer*) CAI_BaseNPC::IsMedic() CAI_BaseNPC::IsCommandMoving() CAI_BaseNPC::ShouldAutoSummon() CAI_BaseNPC::SetCommandGoal(Vector const&) CAI_BaseNPC::ClearCommandGoal() CAI_BaseNPC::OnTargetOrder() CAI_BaseNPC::OnMoveOrder() CAI_BaseNPC::IsValidCommandTarget(CBaseEntity*) CAI_BaseNPC::OnMoveToCommandGoalFailed() CAI_BaseNPC::GetSquadCommandRepresentative() CAI_BaseNPC::TargetOrder(CBaseEntity*, CAI_BaseNPC**, int) CAI_BaseNPC::MoveOrder(Vector const&, CAI_BaseNPC**, int) CAI_BaseNPC::CanBeUsedAsAFriend() CAI_BehaviorHost::CanRunAScriptedNPCInteraction(bool) CAI_BaseNPC::CanPlaySequence(bool, int) CAI_BaseNPC::CanPlaySentence(bool) CAI_ExpresserHost::PlaySentence(char const*, float, float, soundlevel_t, CBaseEntity*) CAI_BaseNPC::PlayScriptedSentence(char const*, float, float, soundlevel_t, bool, CBaseEntity*) CAI_BaseNPC::FOkToMakeSound(int) CAI_BaseNPC::JustMadeSound(int, float) CAI_BaseNPC::DeathSound(CTakeDamageInfo const&) CAI_BaseNPC::AlertSound() CAI_BaseNPC::IdleSound() CAI_BaseNPC::PainSound(CTakeDamageInfo const&) CAI_BaseNPC::FearSound() CAI_BaseNPC::LostEnemySound() CAI_BaseNPC::FoundEnemySound() CAI_BaseNPC::BarnacleDeathSound() CAI_BaseNPC::SpeakSentence(int) CAI_BaseNPC::ShouldPlayIdleSound() CAI_BaseNPC::MakeAIFootstepSound(float, float) CAI_BaseNPC::GetExpresser() CAI_BaseNPC::CanRespondToEvent(char const*) CAI_BaseNPC::RespondedTo(char const*, bool, bool) CAI_BaseNPC::PlayerHasIlluminatedNPC(CBasePlayer*, float) CAI_BaseNPC::CapabilitiesGet() const CAI_BehaviorHost::IsNavigationUrgent() CAI_BaseNPC::ShouldFailNav(bool) CAI_BaseNPC::ShouldBruteForceFailedNav() CAI_BlendingHost >::GetTimeToNavGoal() CAI_BaseNPC::MovementCost(int, Vector const&, Vector const&, float*) CAI_BaseNPC::CalcIdealYaw(Vector const&) CAI_BlendingHost >::MaxYawSpeed() CAI_BaseNPC::AddFacingTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddFacingTarget(Vector const&, float, float, float) CAI_BaseNPC::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_BaseNPC::GetFacingDirection(Vector&) CAI_BaseNPC::IsJumpLegal(Vector const&, Vector const&, Vector const&) const CAI_BaseNPC::StepHeight() const CAI_BaseNPC::GetMaxJumpSpeed() const CAI_BaseNPC::GetJumpGravity() const CAI_BaseNPC::OverrideMove(float) CAI_BaseNPC::OverrideMoveFacing(AILocalMoveGoal_t const&, float) CAI_BaseNPC::IsUnusableNode(int, CAI_Hint*) CAI_BaseNPC::ValidateNavGoal() CAI_BehaviorHost::IsCurTaskContinuousMove() CAI_BaseNPC::IsValidMoveAwayDest(Vector const&) CAI_BehaviorHost::OnMovementFailed() CAI_BehaviorHost::OnMovementComplete() CAI_BaseNPC::IsUnreachable(CBaseEntity*) CAI_BaseNPC::CalcYawSpeed() CAI_BehaviorHost::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructingDoor(AILocalMoveGoal_t*, CBaseDoor*, float, AIMoveResult_t*) CAI_BaseNPC::OnUpcomingPropDoor(AILocalMoveGoal_t*, CBasePropDoor*, float, AIMoveResult_t*) CAI_BaseNPC::GetNodeViewOffset() CAI_BaseNPC::EyeOffset(Activity) CAI_BaseNPC::EyeLookTarget() CAI_BaseNPC::AddLookTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddLookTarget(Vector const&, float, float, float) CAI_BaseNPC::SetHeadDirection(Vector const&, float) CAI_BaseNPC::MaintainLookTargets(float) CAI_BaseNPC::ValidEyeTarget(Vector const&) CAI_BaseNPC::FacingPosition() CAI_BaseNPC::MaintainTurnActivity() CAI_BehaviorHost::AimGun() CAI_BaseNPC::SetAim(Vector const&) CAI_BaseNPC::RelaxAim() CAI_BaseNPC::GetAlternateMoveShootTarget() CAI_BaseNPC::InputOutsideTransition(inputdata_t&) CAI_BaseNPC::InputInsideTransition(inputdata_t&) CAI_BaseNPC::SetScriptedScheduleIgnoreConditions(Interruptability_t) CAI_BehaviorHost::ScheduledMoveToGoalEntity(int, CBaseEntity*, Activity) CAI_BehaviorHost::ScheduledFollowPath(int, CBaseEntity*, Activity) CAI_BaseNPC::GetEnemies() CAI_BaseNPC::RemoveMemory() CAI_BaseNPC::UpdateEnemyMemory(CBaseEntity*, Vector const&, CBaseEntity*) CAI_BaseNPC::GetReactionDelay(CBaseEntity*) CAI_BaseNPC::CanHolsterWeapon() CAI_BaseNPC::HolsterWeapon() CAI_BaseNPC::UnholsterWeapon() CAI_BaseNPC::OnRangeAttack1() CAI_BaseNPC::OnUpdateShotRegulator() CAI_BaseNPC::InitSquad() CAI_BaseNPC::SquadSlotName(int) CAI_BaseNPC::SetSquad(CAI_Squad*) CAI_BaseNPC::IsSilentSquadMember() const CAI_BaseNPC::FindCoverPos(CBaseEntity*, Vector*) CAI_BaseNPC::FindCoverPosInRadius(CBaseEntity*, Vector const&, float, Vector*) CAI_BaseNPC::FindCoverPos(CSound*, Vector*) CAI_BehaviorHost::IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorHost::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BaseNPC::TestShootPosition(Vector const&, Vector const&) CAI_BaseNPC::IsCoverPosition(Vector const&, Vector const&) CAI_BaseNPC::CoverRadius() CAI_BehaviorHost::GetMaxTacticalLateralMovement() CAI_BehaviorHost::OnChangeHintGroup(string_t, string_t) CAI_BaseNPC::ShouldFadeOnDeath() CAI_BaseNPC::RangeAttack1Conditions(float, float) CAI_BaseNPC::RangeAttack2Conditions(float, float) CAI_BaseNPC::MeleeAttack1Conditions(float, float) CAI_BaseNPC::MeleeAttack2Conditions(float, float) CAI_BaseNPC::InnateRange1MinRange() CAI_BaseNPC::InnateRange1MaxRange() CAI_BaseNPC::OnBeginMoveAndShoot() CAI_BaseNPC::OnEndMoveAndShoot() CAI_BaseNPC::UseAttackSquadSlots() CAI_BaseNPC::FindNamedEntity(char const*, IEntityFindFilter*) CAI_BaseNPC::ClearAttackConditions() CAI_BaseNPC::ShouldLookForBetterWeapon() CAI_BaseNPC::GiveWeapon(string_t) CAI_BaseNPC::OnGivenWeapon(CBaseCombatWeapon*) CAI_BaseNPC::WeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::CurrentWeaponLOSCondition(Vector const&, bool) CAI_BaseNPC::IsWaitingToRappel() CAI_BaseNPC::BeginRappel() CAI_BaseNPC::TranslateNavGoal(CBaseEntity*, Vector&) CAI_BehaviorHost::GetDefaultNavGoalTolerance() CAI_BaseNPC::FCanCheckAttacks() CAI_BaseHumanoid::CheckAmmo() CAI_BehaviorHost::FValidateHintType(CAI_Hint*) CAI_BaseNPC::GetHintActivity(short, Activity) CAI_BaseNPC::GetHintDelay(short) CAI_BaseNPC::GetCoverActivity(CAI_Hint*) CAI_BaseNPC::GetReloadActivity(CAI_Hint*) CAI_BaseNPC::SetTurnActivity() CAI_BaseNPC::GetHitgroupDamageMultiplier(int, CTakeDamageInfo const&) CAI_BaseNPC::PlayerInSpread(Vector const&, Vector const&, float, float, bool) CAI_BaseNPC::InnateWeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BehaviorHost::GetFlinchActivity(bool, bool) CAI_BaseNPC::GetShootEnemyDir(Vector const&, bool) CAI_BaseNPC::CollectShotStats(Vector const&, Vector const&) CAI_BaseNPC::ShouldMoveAndShoot() CAI_BaseNPC::IsLightDamage(CTakeDamageInfo const&) CAI_BaseNPC::IsHeavyDamage(CTakeDamageInfo const&) CAI_BaseNPC::PickupWeapon(CBaseCombatWeapon*) CAI_BaseNPC::PickupItem(CBaseEntity*) CAI_BaseNPC::NotifyDeadFriend(CBaseEntity*) CAI_BaseNPC::CalcReasonableFacing(bool) CAI_BaseNPC::IsValidReasonableFacing(Vector const&, float) CAI_BehaviorHost::GetReasonableFacingDist() CAI_BaseNPC::GetClassScheduleIdSpace() CAI_BaseNPC::GetSquadSlotDebugName(int) CAI_BehaviorHost::IsCrouching() CAI_BaseNPC::Crouch() CAI_BaseNPC::Stand() CAI_BaseNPC::DesireCrouch() CAI_BehaviorHost::IsCrouchedActivity(Activity) CAI_BaseNPC::GetCrouchEyeOffset() CAI_BaseNPC::GetCrouchGunOffset() CAI_BaseNPC::ReportAIState() CAI_BaseNPC::ReportOverThinkLimit(float) CAI_BaseNPC::ShouldProbeCollideAgainstEntity(CBaseEntity*) CAI_BehaviorHost::CreateBehaviors() CAI_BehaviorHost::ForceSelectedGo(CBaseEntity*, Vector const&, Vector const&, bool) CAI_BehaviorHost::ForceSelectedGoRandom() CAI_BehaviorHost::SpeakMapmakerInterruptConcept(string_t) CAI_BehaviorHost::OnChangeRunningBehavior(CAI_BehaviorBase*, CAI_BehaviorBase*) CAI_BehaviorHost::ShouldBehaviorSelectSchedule(CAI_BehaviorBase*) CAI_BehaviorHost::BackBridge_GatherConditions() CAI_BehaviorHost::BackBridge_SelectSchedule() CAI_BehaviorHost::BackBridge_TranslateSchedule(int) CAI_BehaviorHost::BackBridge_NPC_TranslateActivity(Activity) CAI_BehaviorHost::BackBridge_IsValidEnemy(CBaseEntity*) CAI_BehaviorHost::BackBridge_BestEnemy() CAI_BehaviorHost::BackBridge_IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorHost::BackBridge_IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorHost::BackBridge_GetMaxTacticalLateralMovement() CAI_BehaviorHost::BackBridge_ShouldIgnoreSound(CSound*) CAI_BehaviorHost::BackBridge_OnSeeEntity(CBaseEntity*) CAI_BehaviorHost::BackBridge_OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorHost::BackBridge_IsInterruptable() CAI_BehaviorHost::BackBridge_IsNavigationUrgent() CAI_BehaviorHost::BackBridge_ShouldPlayerAvoid() CAI_BehaviorHost::BackBridge_OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorHost::BackBridge_GetDefaultNavGoalTolerance() CAI_BehaviorHost::BackBridge_GetReasonableFacingDist() CAI_BehaviorHost::BackBridge_CanFlinch() CAI_BehaviorHost::BackBridge_IsCrouching() CAI_BehaviorHost::BackBridge_IsCrouchedActivity(Activity) CAI_BehaviorHost::BackBridge_QueryHearSound(CSound*) CAI_BehaviorHost::BackBridge_CanRunAScriptedNPCInteraction(bool) CAI_BehaviorHost::BackBridge_GetFlinchActivity(bool, bool) CAI_BehaviorHost::BackBridge_OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorHost::BackBridge_ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorHost::BackBridge_Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorHost::BackBridge_HandleAnimEvent(animevent_t*) CAI_BaseHumanoid::OnMoveBlocked(AIMoveResult_t*) CAI_BaseHumanoid::StartTaskRangeAttack1(Task_t const*) CAI_BaseHumanoid::RunTaskRangeAttack1(Task_t const*) CAI_ExpresserHost::NoteSpeaking(float, float) CAI_ExpresserHost::Speak(char const*, char const*, char*, unsigned int, IRecipientFilter*) CAI_ExpresserHost::PostSpeakDispatchResponse(char const*, AI_Response&) vtable for CAI_ExpresserHost CAI_ExpresserHost::~CAI_ExpresserHost() CAI_ExpresserHost::~CAI_ExpresserHost() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBasePlayer::GetServerClass() CBasePlayer::YouForgotToImplementOrDeclareServerClass() CBasePlayer::GetDataDescMap() CBasePlayer::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) CBasePlayer::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CBasePlayer::GetTracerType() CBasePlayer::Spawn() CBasePlayer::Precache() CBasePlayer::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBasePlayer::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBasePlayer::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBasePlayer::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBasePlayer::Save(ISave&) CBasePlayer::Restore(IRestore&) CBasePlayer::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBasePlayer::OnRestore() CBasePlayer::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBasePlayer::NetworkStateChanged_m_nNextThinkTick() CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CAI_ExpresserHost::GetResponseSystem() CAI_ExpresserHost::DispatchResponse(char const*) CBasePlayer::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBasePlayer::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBasePlayer::TakeHealth(float, int) CBaseEntity::IsAlive() CBasePlayer::Event_Killed(CTakeDamageInfo const&) CBasePlayer::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBasePlayer::IsPlayer() const CBasePlayer::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBasePlayer::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBasePlayer::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBasePlayer::PhysicsSimulate() CBasePlayer::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseFlex::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBasePlayer::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CAI_ExpresserHost::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBasePlayer::NetworkStateChanged_m_iHealth() CBasePlayer::NetworkStateChanged_m_iHealth(void*) CBasePlayer::NetworkStateChanged_m_lifeState() CBasePlayer::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBasePlayer::EyePosition() CBasePlayer::EyeAngles() CBasePlayer::LocalEyeAngles() CBaseEntity::EarPosition() CBasePlayer::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBasePlayer::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBasePlayer::VPhysicsDestroyObject() CBasePlayer::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject*) CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBasePlayer::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBasePlayer::NetworkStateChanged_m_fFlags() CBasePlayer::NetworkStateChanged_m_fFlags(void*) CBasePlayer::NetworkStateChanged_m_nWaterLevel() CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*) CBasePlayer::NetworkStateChanged_m_hGroundEntity() CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*) CBasePlayer::NetworkStateChanged_m_vecBaseVelocity() CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*) CBasePlayer::NetworkStateChanged_m_flFriction() CBasePlayer::NetworkStateChanged_m_flFriction(void*) CBasePlayer::NetworkStateChanged_m_vecVelocity() CBasePlayer::NetworkStateChanged_m_vecVelocity(void*) CBasePlayer::NetworkStateChanged_m_vecViewOffset() CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CBasePlayer::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBasePlayer::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBasePlayer::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CBaseCombatCharacter::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*) CBasePlayer::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CBaseCombatCharacter::HeadDirection2D() CBaseCombatCharacter::HeadDirection3D() CBaseCombatCharacter::EyeDirection2D() CBaseCombatCharacter::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CBaseCombatCharacter::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*) CBasePlayer::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int) CBasePlayer::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) CBasePlayer::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBasePlayer::IsInAVehicle() const CBasePlayer::GetVehicle() CBasePlayer::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBasePlayer::DoMuzzleFlash() CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int) CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBasePlayer::NetworkStateChanged_m_iAmmo() CBasePlayer::NetworkStateChanged_m_iAmmo(void*) CBasePlayer::CreateViewModel(int) CBasePlayer::SetupVisibility(CBaseEntity*, unsigned char*, int) CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const CBasePlayer::SharedSpawn() CBasePlayer::ForceRespawn() CBasePlayer::InitialSpawn() CBasePlayer::InitHUD() CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*) CBasePlayer::PlayerDeathThink() CBasePlayer::Jump() CBasePlayer::Duck() CBasePlayer::PreThink() CBasePlayer::PostThink() CBasePlayer::DamageEffect(float, int) CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&) CBasePlayer::ShouldFadeOnDeath() CBasePlayer::IsFakeClient() const CBasePlayer::GetPlayerMins() const CBasePlayer::GetPlayerMaxs() const CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float) CBasePlayer::PackDeadPlayerItems() CBasePlayer::RemoveAllItems(bool) CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*) CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*) CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*) CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon*) CBasePlayer::GetTimeSinceWeaponFired() const CBasePlayer::IsFiringWeapon() const CBasePlayer::UpdateClientData() CBasePlayer::ExitLadder() CBasePlayer::GetLadderSurface(Vector const&) CBasePlayer::SetFlashlightEnabled(bool) CBasePlayer::FlashlightIsOn() CBasePlayer::FlashlightTurnOn() CBasePlayer::FlashlightTurnOff() CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*) CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&) CBasePlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool) CBasePlayer::GetOverrideStepSound(char const*) CBasePlayer::GetStepSoundVelocities(float*, float*) CBasePlayer::SetStepSoundTime(stepsoundtimes_t, bool) CBasePlayer::DeathSound(CTakeDamageInfo const&) CBasePlayer::GetSceneSoundToken() CBasePlayer::OnEmitFootstepSound(CSoundParameters const&, Vector const&, float) CBasePlayer::SetAnimation(PLAYER_ANIM) CBasePlayer::ImpulseCommands() CBasePlayer::CheatImpulseCommands(int) CBasePlayer::ClientCommand(CCommand const&) CBasePlayer::GetTeamVoteController() CBasePlayer::StartObserverMode(int) CBasePlayer::StopObserverMode() CBasePlayer::ModeWantsSpectatorGUI(int) CBasePlayer::SetObserverMode(int) CBasePlayer::GetObserverMode() CBasePlayer::SetObserverTarget(CBaseEntity*) CBasePlayer::ObserverUse(bool) CBasePlayer::GetObserverTarget() CBasePlayer::FindNextObserverTarget(bool) CBasePlayer::GetNextObserverSearchStartPoint(bool) CBasePlayer::IsValidObserverTarget(CBaseEntity*) CBasePlayer::CheckObserverSettings() CBasePlayer::JumptoPosition(Vector const&, QAngle const&) CBasePlayer::ForceObserverMode(int) CBasePlayer::ResetObserverMode() CBasePlayer::ValidateCurrentObserverTarget() CBasePlayer::AttemptToExitFreezeCam() CBasePlayer::StartReplayMode(float, float, int) CBasePlayer::StopReplayMode() CBasePlayer::GetDelayTicks() CBasePlayer::GetReplayEntity() CBasePlayer::CreateCorpse() CBasePlayer::EntSelectSpawnPoint() CBasePlayer::GetInVehicle(IServerVehicle*, int) CBasePlayer::LeaveVehicle(Vector const&, QAngle const&) CBasePlayer::OnVehicleStart() CBasePlayer::OnVehicleEnd(Vector&) CBasePlayer::BumpWeapon(CBaseCombatWeapon*) CBasePlayer::SelectLastItem() CBasePlayer::SelectItem(char const*, int) CBasePlayer::ItemPostFrame() CBasePlayer::GiveNamedItem(char const*, int) CBasePlayer::CheckTrainUpdate() CBasePlayer::SetPlayerUnderwater(bool) CBasePlayer::CanBreatheUnderwater() const CBasePlayer::PlayerUse() CBasePlayer::PlayUseDenySound() CBasePlayer::FindUseEntity() CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int) CBasePlayer::PickupObject(CBaseEntity*, bool) CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*) CBasePlayer::GetHeldObjectMass(IPhysicsObject*) CBasePlayer::UpdateGeigerCounter() CBasePlayer::GetAutoaimVector(float) CBasePlayer::GetAutoaimVector(float, float) CBasePlayer::GetAutoaimVector(autoaim_params_t&) CBasePlayer::ShouldAutoaim() CBasePlayer::ForceClientDllUpdate() CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool) CBasePlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*) CBasePlayer::ChangeTeam(int, bool, bool, bool) CBasePlayer::CanHearAndReadChatFrom(CBasePlayer*) CAI_ExpresserHost::CanSpeak() CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&) CBasePlayer::CheckChatText(char*, int) CBasePlayer::CreateRagdollEntity() CBasePlayer::ShouldAnnounceAchievement() CBasePlayer::EquipWearable(CEconWearable*) CBasePlayer::RemoveWearable(CEconWearable*) CBasePlayer::IsFollowingPhysics() CBasePlayer::InitVCollision(Vector const&, Vector const&) CBasePlayer::UpdatePhysicsShadowToCurrentPosition() CBasePlayer::Hints() CBasePlayer::IsReadyToPlay() CBasePlayer::IsReadyToSpawn() CBasePlayer::ShouldGainInstantSpawn() CBasePlayer::ResetPerRoundStats() CBasePlayer::ResetScores() CBasePlayer::EquipSuit(bool) CBasePlayer::RemoveSuit() CBasePlayer::GetPlayerMaxSpeed() CBasePlayer::CommitSuicide(bool, bool) CBasePlayer::CommitSuicide(Vector const&, bool, bool) CBasePlayer::IsBot() const CBasePlayer::IsBotOfType(int) const CBasePlayer::GetBotType() const CBasePlayer::CanPlayerTalk() CBasePlayer::GetExpresser() CBasePlayer::Internal_HandleMapEvent(inputdata_t&) CBasePlayer::SpawnArmorValue() const CBasePlayer::NetworkStateChanged_m_ArmorValue() CBasePlayer::NetworkStateChanged_m_ArmorValue(void*) CBasePlayer::HasHaptics() CBasePlayer::SetHaptics(bool) CBasePlayer::PlayerSolidMask(bool) const CBasePlayer::BHaveChatSuspensionInCurrentMatch() CBasePlayer::OnVoiceTransmit() CAI_ExpresserHost::NoteSpeaking(float, float) CAI_ExpresserHost::Speak(char const*, char const*, char*, unsigned int, IRecipientFilter*) CAI_ExpresserHost::PostSpeakDispatchResponse(char const*, AI_Response&) vtable for CAI_ExpresserSink CAI_ExpresserSink::OnSpokeConcept(char const*, AI_Response*) CAI_ExpresserSink::OnStartSpeaking() CAI_ExpresserSink::UseSemaphore() vtable for CAI_FearBehavior CAI_FearBehavior::~CAI_FearBehavior() CAI_FearBehavior::~CAI_FearBehavior() CAI_ComponentWithOuter::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) CAI_FearBehavior::GetName() CAI_BehaviorBase::KeyValue(char const*, char const*) CAI_FearBehavior::CanSelectSchedule() CAI_FearBehavior::BeginScheduleSelection() CAI_FearBehavior::EndScheduleSelection() CAI_BehaviorBase::BridgeSpeakMapmakerInterruptConcept(string_t) CAI_FearBehavior::GatherConditions() CAI_BehaviorBase::GatherConditionsNotActive() CAI_BehaviorBase::OnUpdateShotRegulator() CAI_FearBehavior::GetClassScheduleIdSpace() CAI_BehaviorBase::DrawDebugTextOverlays(int) CAI_BehaviorBase::Save(ISave&) CAI_BehaviorBase::Restore(IRestore&) CAI_FearBehavior::Precache() CAI_BehaviorBase::Spawn() CAI_BehaviorBase::UpdateOnRemove() CAI_BehaviorBase::Event_Killed(CTakeDamageInfo const&) CAI_BehaviorBase::CleanupOnDeath(CBaseEntity*, bool) CAI_BehaviorBase::PrescheduleThink() CAI_BehaviorBase::OnScheduleChange() CAI_BehaviorBase::OnStartSchedule(int) CAI_FearBehavior::SelectSchedule() CAI_BehaviorBase::SelectFailSchedule(int, int, int) CAI_FearBehavior::StartTask(Task_t const*) CAI_FearBehavior::RunTask(Task_t const*) CAI_BehaviorBase::AimGun() CAI_FearBehavior::TranslateSchedule(int) CAI_BehaviorBase::GetSchedule(int) CAI_FearBehavior::GetSchedulingErrorName() CAI_FearBehavior::BuildScheduleTestBits() CAI_BehaviorBase::NPC_TranslateActivity(Activity) CAI_BehaviorBase::IsCurTaskContinuousMove() CAI_BehaviorBase::OnMovementFailed() CAI_BehaviorBase::OnMovementComplete() CAI_BehaviorBase::GetDefaultNavGoalTolerance() CAI_BehaviorBase::FValidateHintType(CAI_Hint*) CAI_BehaviorBase::IsValidEnemy(CBaseEntity*) CAI_BehaviorBase::BestEnemy() CAI_BehaviorBase::IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorBase::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorBase::GetMaxTacticalLateralMovement() CAI_BehaviorBase::ShouldIgnoreSound(CSound*) CAI_BehaviorBase::OnSeeEntity(CBaseEntity*) CAI_BehaviorBase::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorBase::IsInterruptable() CAI_BehaviorBase::IsNavigationUrgent() CAI_BehaviorBase::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorBase::GetReasonableFacingDist() CAI_BehaviorBase::ShouldPlayerAvoid() CAI_BehaviorBase::CanFlinch() CAI_BehaviorBase::IsCrouching() CAI_BehaviorBase::IsCrouchedActivity(Activity) CAI_BehaviorBase::QueryHearSound(CSound*) CAI_BehaviorBase::CanRunAScriptedNPCInteraction(bool) CAI_BehaviorBase::GetFlinchActivity(bool, bool) CAI_BehaviorBase::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorBase::ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorBase::Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorBase::HandleAnimEvent(animevent_t*) CAI_BehaviorBase::ShouldAlwaysThink() CAI_BehaviorBase::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CAI_BehaviorBase::SpeakMapmakerInterruptConcept(string_t) CAI_BehaviorBase::OnRestore() CAI_BehaviorBase::OnChangeHintGroup(string_t, string_t) CAI_Behavior::IsBehaviorSchedule(int) CAI_FearBehavior::GetDataDescMap() CAI_FearBehavior::LoadedSchedules() vtable for CAI_FollowBehavior CAI_FollowBehavior::~CAI_FollowBehavior() CAI_FollowBehavior::~CAI_FollowBehavior() CAI_ComponentWithOuter::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_FollowBehavior::TaskComplete(bool) CAI_FollowBehavior::GetName() CAI_BehaviorBase::KeyValue(char const*, char const*) CAI_FollowBehavior::CanSelectSchedule() CAI_FollowBehavior::BeginScheduleSelection() CAI_FollowBehavior::EndScheduleSelection() CAI_BehaviorBase::BridgeSpeakMapmakerInterruptConcept(string_t) CAI_FollowBehavior::GatherConditions() CAI_BehaviorBase::GatherConditionsNotActive() CAI_BehaviorBase::OnUpdateShotRegulator() CAI_FollowBehavior::GetClassScheduleIdSpace() CAI_FollowBehavior::DrawDebugTextOverlays(int) CAI_BehaviorBase::Save(ISave&) CAI_BehaviorBase::Restore(IRestore&) CAI_FollowBehavior::Precache() CAI_BehaviorBase::Spawn() CAI_BehaviorBase::UpdateOnRemove() CAI_BehaviorBase::Event_Killed(CTakeDamageInfo const&) CAI_FollowBehavior::CleanupOnDeath(CBaseEntity*, bool) CAI_BehaviorBase::PrescheduleThink() CAI_BehaviorBase::OnScheduleChange() CAI_FollowBehavior::OnStartSchedule(int) CAI_FollowBehavior::SelectSchedule() CAI_FollowBehavior::SelectFailSchedule(int, int, int) CAI_FollowBehavior::StartTask(Task_t const*) CAI_FollowBehavior::RunTask(Task_t const*) CAI_BehaviorBase::AimGun() CAI_FollowBehavior::TranslateSchedule(int) CAI_BehaviorBase::GetSchedule(int) CAI_FollowBehavior::GetSchedulingErrorName() CAI_FollowBehavior::BuildScheduleTestBits() CAI_FollowBehavior::NPC_TranslateActivity(Activity) CAI_FollowBehavior::IsCurTaskContinuousMove() CAI_FollowBehavior::OnMovementFailed() CAI_FollowBehavior::OnMovementComplete() CAI_BehaviorBase::GetDefaultNavGoalTolerance() CAI_FollowBehavior::FValidateHintType(CAI_Hint*) CAI_BehaviorBase::IsValidEnemy(CBaseEntity*) CAI_BehaviorBase::BestEnemy() CAI_FollowBehavior::IsValidCover(Vector const&, CAI_Hint const*) CAI_FollowBehavior::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorBase::GetMaxTacticalLateralMovement() CAI_BehaviorBase::ShouldIgnoreSound(CSound*) CAI_BehaviorBase::OnSeeEntity(CBaseEntity*) CAI_BehaviorBase::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorBase::IsInterruptable() CAI_BehaviorBase::IsNavigationUrgent() CAI_BehaviorBase::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorBase::GetReasonableFacingDist() CAI_BehaviorBase::ShouldPlayerAvoid() CAI_BehaviorBase::CanFlinch() CAI_BehaviorBase::IsCrouching() CAI_BehaviorBase::IsCrouchedActivity(Activity) CAI_BehaviorBase::QueryHearSound(CSound*) CAI_BehaviorBase::CanRunAScriptedNPCInteraction(bool) CAI_BehaviorBase::GetFlinchActivity(bool, bool) CAI_BehaviorBase::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorBase::ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorBase::Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorBase::HandleAnimEvent(animevent_t*) CAI_FollowBehavior::ShouldAlwaysThink() CAI_BehaviorBase::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CAI_BehaviorBase::SpeakMapmakerInterruptConcept(string_t) CAI_BehaviorBase::OnRestore() CAI_BehaviorBase::OnChangeHintGroup(string_t, string_t) CAI_Behavior::IsBehaviorSchedule(int) CAI_FollowBehavior::GetDataDescMap() CAI_FollowBehavior::DrawDebugGeometryOverlays() CAI_FollowBehavior::FarFromFollowTarget() CAI_FollowBehavior::TargetIsUnreachable() CAI_FollowBehavior::ShouldFollow() CAI_FollowBehavior::FollowCallBaseSelectSchedule() CAI_FollowBehavior::IsChaseGoalInRange() CAI_FollowBehavior::LoadedSchedules() vtable for CAI_FollowGoal CAI_FollowGoal::~CAI_FollowGoal() CAI_FollowGoal::~CAI_FollowGoal() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_FollowGoal::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_GoalEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_GoalEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CAI_GoalEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_GoalEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_GoalEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CAI_GoalEntity::InputActivate(inputdata_t&) CAI_GoalEntity::InputUpdateActors(inputdata_t&) CAI_GoalEntity::InputDeactivate(inputdata_t&) CAI_GoalEntity::OnEntityCreated(CBaseEntity*) CAI_GoalEntity::OnEntityDeleted(CBaseEntity*) CAI_FollowGoal::EnableGoal(CAI_BaseNPC*) CAI_FollowGoal::DisableGoal(CAI_BaseNPC*) vtable for CAI_GoalEntity CAI_GoalEntity::~CAI_GoalEntity() CAI_GoalEntity::~CAI_GoalEntity() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_GoalEntity::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_GoalEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_GoalEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CAI_GoalEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_GoalEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_GoalEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CAI_GoalEntity::InputActivate(inputdata_t&) CAI_GoalEntity::InputUpdateActors(inputdata_t&) CAI_GoalEntity::InputDeactivate(inputdata_t&) CAI_GoalEntity::OnEntityCreated(CBaseEntity*) CAI_GoalEntity::OnEntityDeleted(CBaseEntity*) CAI_GoalEntity::EnableGoal(CAI_BaseNPC*) CAI_GoalEntity::DisableGoal(CAI_BaseNPC*) vtable for CAI_Hint CAI_Hint::~CAI_Hint() CAI_Hint::~CAI_Hint() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_Hint::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_Hint::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_Hint::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_Hint::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CAI_Hint::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_Hint::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CAI_Hint::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_Hint::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAI_LeadBehavior CAI_LeadBehavior::~CAI_LeadBehavior() CAI_LeadBehavior::~CAI_LeadBehavior() CAI_ComponentWithOuter::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) CAI_LeadBehavior::GetName() CAI_BehaviorBase::KeyValue(char const*, char const*) CAI_LeadBehavior::CanSelectSchedule() CAI_LeadBehavior::BeginScheduleSelection() CAI_BehaviorBase::EndScheduleSelection() CAI_BehaviorBase::BridgeSpeakMapmakerInterruptConcept(string_t) CAI_LeadBehavior::GatherConditions() CAI_BehaviorBase::GatherConditionsNotActive() CAI_BehaviorBase::OnUpdateShotRegulator() CAI_LeadBehavior::GetClassScheduleIdSpace() CAI_LeadBehavior::DrawDebugTextOverlays(int) CAI_BehaviorBase::Save(ISave&) CAI_BehaviorBase::Restore(IRestore&) CAI_BehaviorBase::Precache() CAI_BehaviorBase::Spawn() CAI_BehaviorBase::UpdateOnRemove() CAI_BehaviorBase::Event_Killed(CTakeDamageInfo const&) CAI_BehaviorBase::CleanupOnDeath(CBaseEntity*, bool) CAI_BehaviorBase::PrescheduleThink() CAI_BehaviorBase::OnScheduleChange() CAI_BehaviorBase::OnStartSchedule(int) CAI_LeadBehavior::SelectSchedule() CAI_BehaviorBase::SelectFailSchedule(int, int, int) CAI_LeadBehavior::StartTask(Task_t const*) CAI_LeadBehavior::RunTask(Task_t const*) CAI_BehaviorBase::AimGun() CAI_LeadBehavior::TranslateSchedule(int) CAI_BehaviorBase::GetSchedule(int) CAI_LeadBehavior::GetSchedulingErrorName() CAI_BehaviorBase::BuildScheduleTestBits() CAI_BehaviorBase::NPC_TranslateActivity(Activity) CAI_LeadBehavior::IsCurTaskContinuousMove() CAI_BehaviorBase::OnMovementFailed() CAI_BehaviorBase::OnMovementComplete() CAI_BehaviorBase::GetDefaultNavGoalTolerance() CAI_BehaviorBase::FValidateHintType(CAI_Hint*) CAI_BehaviorBase::IsValidEnemy(CBaseEntity*) CAI_BehaviorBase::BestEnemy() CAI_BehaviorBase::IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorBase::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorBase::GetMaxTacticalLateralMovement() CAI_BehaviorBase::ShouldIgnoreSound(CSound*) CAI_BehaviorBase::OnSeeEntity(CBaseEntity*) CAI_BehaviorBase::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorBase::IsInterruptable() CAI_LeadBehavior::IsNavigationUrgent() CAI_BehaviorBase::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorBase::GetReasonableFacingDist() CAI_BehaviorBase::ShouldPlayerAvoid() CAI_BehaviorBase::CanFlinch() CAI_BehaviorBase::IsCrouching() CAI_BehaviorBase::IsCrouchedActivity(Activity) CAI_BehaviorBase::QueryHearSound(CSound*) CAI_BehaviorBase::CanRunAScriptedNPCInteraction(bool) CAI_BehaviorBase::GetFlinchActivity(bool, bool) CAI_BehaviorBase::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorBase::ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorBase::Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorBase::HandleAnimEvent(animevent_t*) CAI_BehaviorBase::ShouldAlwaysThink() CAI_BehaviorBase::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CAI_BehaviorBase::SpeakMapmakerInterruptConcept(string_t) CAI_LeadBehavior::OnRestore() CAI_BehaviorBase::OnChangeHintGroup(string_t, string_t) CAI_Behavior::IsBehaviorSchedule(int) CAI_LeadBehavior::GetDataDescMap() CAI_LeadBehavior::LoadedSchedules() vtable for CAI_LeadBehaviorHandler CAI_LeadBehaviorHandler::OnEvent(int) CAI_LeadBehaviorHandler::GetConceptModifiers(char const*) vtable for CAI_LeadGoal CAI_LeadGoal::~CAI_LeadGoal() CAI_LeadGoal::~CAI_LeadGoal() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_LeadGoal::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_GoalEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_GoalEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CAI_GoalEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_GoalEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_GoalEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CAI_LeadGoal::InputActivate(inputdata_t&) CAI_GoalEntity::InputUpdateActors(inputdata_t&) CAI_LeadGoal::InputDeactivate(inputdata_t&) CAI_GoalEntity::OnEntityCreated(CBaseEntity*) CAI_GoalEntity::OnEntityDeleted(CBaseEntity*) CAI_GoalEntity::EnableGoal(CAI_BaseNPC*) CAI_GoalEntity::DisableGoal(CAI_BaseNPC*) CAI_LeadGoal::GetConceptModifiers(char const*) CAI_LeadGoal::OnEvent(int) vtable for CAI_LeadGoal_Weapon CAI_LeadGoal_Weapon::~CAI_LeadGoal_Weapon() CAI_LeadGoal_Weapon::~CAI_LeadGoal_Weapon() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_LeadGoal_Weapon::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_GoalEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_GoalEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CAI_GoalEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_GoalEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_GoalEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CAI_LeadGoal_Weapon::InputActivate(inputdata_t&) CAI_GoalEntity::InputUpdateActors(inputdata_t&) CAI_LeadGoal::InputDeactivate(inputdata_t&) CAI_GoalEntity::OnEntityCreated(CBaseEntity*) CAI_GoalEntity::OnEntityDeleted(CBaseEntity*) CAI_GoalEntity::EnableGoal(CAI_BaseNPC*) CAI_GoalEntity::DisableGoal(CAI_BaseNPC*) CAI_LeadGoal_Weapon::GetConceptModifiers(char const*) CAI_LeadGoal::OnEvent(int) vtable for CAI_LocalNavigator CAI_LocalNavigator::~CAI_LocalNavigator() CAI_LocalNavigator::~CAI_LocalNavigator() CAI_Component::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) vtable for CAI_LookTarget CAI_LookTarget::~CAI_LookTarget() CAI_LookTarget::~CAI_LookTarget() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_LookTarget::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CPointEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CPointEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CPointEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CAI_LookTarget::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAI_MappedActivityBehavior_Temporary CAI_MappedActivityBehavior_Temporary::~CAI_MappedActivityBehavior_Temporary() CAI_MappedActivityBehavior_Temporary::~CAI_MappedActivityBehavior_Temporary() CAI_ComponentWithOuter::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) (pure virtual function) CAI_BehaviorBase::KeyValue(char const*, char const*) CAI_BehaviorBase::CanSelectSchedule() CAI_BehaviorBase::BeginScheduleSelection() CAI_BehaviorBase::EndScheduleSelection() CAI_BehaviorBase::BridgeSpeakMapmakerInterruptConcept(string_t) CAI_BehaviorBase::GatherConditions() CAI_BehaviorBase::GatherConditionsNotActive() CAI_BehaviorBase::OnUpdateShotRegulator() CAI_Behavior::GetClassScheduleIdSpace() CAI_BehaviorBase::DrawDebugTextOverlays(int) CAI_BehaviorBase::Save(ISave&) CAI_BehaviorBase::Restore(IRestore&) CAI_BehaviorBase::Precache() CAI_BehaviorBase::Spawn() CAI_BehaviorBase::UpdateOnRemove() CAI_BehaviorBase::Event_Killed(CTakeDamageInfo const&) CAI_BehaviorBase::CleanupOnDeath(CBaseEntity*, bool) CAI_BehaviorBase::PrescheduleThink() CAI_BehaviorBase::OnScheduleChange() CAI_BehaviorBase::OnStartSchedule(int) CAI_BehaviorBase::SelectSchedule() CAI_BehaviorBase::SelectFailSchedule(int, int, int) CAI_BehaviorBase::StartTask(Task_t const*) CAI_BehaviorBase::RunTask(Task_t const*) CAI_BehaviorBase::AimGun() CAI_BehaviorBase::TranslateSchedule(int) CAI_BehaviorBase::GetSchedule(int) CAI_BehaviorBase::GetSchedulingErrorName() CAI_BehaviorBase::BuildScheduleTestBits() CAI_BehaviorBase::NPC_TranslateActivity(Activity) CAI_BehaviorBase::IsCurTaskContinuousMove() CAI_BehaviorBase::OnMovementFailed() CAI_BehaviorBase::OnMovementComplete() CAI_BehaviorBase::GetDefaultNavGoalTolerance() CAI_BehaviorBase::FValidateHintType(CAI_Hint*) CAI_BehaviorBase::IsValidEnemy(CBaseEntity*) CAI_BehaviorBase::BestEnemy() CAI_BehaviorBase::IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorBase::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorBase::GetMaxTacticalLateralMovement() CAI_BehaviorBase::ShouldIgnoreSound(CSound*) CAI_BehaviorBase::OnSeeEntity(CBaseEntity*) CAI_BehaviorBase::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorBase::IsInterruptable() CAI_BehaviorBase::IsNavigationUrgent() CAI_BehaviorBase::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorBase::GetReasonableFacingDist() CAI_BehaviorBase::ShouldPlayerAvoid() CAI_BehaviorBase::CanFlinch() CAI_BehaviorBase::IsCrouching() CAI_BehaviorBase::IsCrouchedActivity(Activity) CAI_BehaviorBase::QueryHearSound(CSound*) CAI_BehaviorBase::CanRunAScriptedNPCInteraction(bool) CAI_BehaviorBase::GetFlinchActivity(bool, bool) CAI_BehaviorBase::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorBase::ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorBase::Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorBase::HandleAnimEvent(animevent_t*) CAI_BehaviorBase::ShouldAlwaysThink() CAI_MappedActivityBehavior_Temporary::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CAI_BehaviorBase::SpeakMapmakerInterruptConcept(string_t) CAI_BehaviorBase::OnRestore() CAI_BehaviorBase::OnChangeHintGroup(string_t, string_t) CAI_Behavior::IsBehaviorSchedule(int) CAI_BehaviorBase::GetDataDescMap() CAI_MappedActivityBehavior_Temporary::UpdateTranslateActivityMap() vtable for CAI_Motor CAI_Motor::~CAI_Motor() CAI_Motor::~CAI_Motor() CAI_Component::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) CAI_Motor::MoveClimbStart(Vector const&, Vector const&, float, float) CAI_Motor::MoveClimbExecute(Vector const&, Vector const&, float, float, int) CAI_Motor::MoveClimbStop() CAI_Motor::MoveJumpStart(Vector const&) CAI_Motor::MoveJumpExecute() CAI_Motor::MoveJumpStop() CAI_Motor::ResetMoveCalculations() CAI_Motor::MoveStart() CAI_Motor::MoveStop() CAI_Motor::MovePaused() CAI_Motor::OverrideMaxYawSpeed(Activity) CAI_Motor::AddFacingTarget(CBaseEntity*, float, float, float) CAI_Motor::AddFacingTarget(Vector const&, float, float, float) CAI_Motor::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_Motor::GetFacingDirection(Vector&) CAI_Motor::UpdateYaw(int) CAI_Motor::RecalculateYawSpeed() CAI_Motor::MaintainTurnActivity() CAI_Motor::AddTurnGesture(float) CAI_Motor::MinStoppingDist(float) CAI_Motor::MinCheckDist() CAI_Motor::MoveFacing(AILocalMoveGoal_t const&) CAI_Motor::MoveGroundExecute(AILocalMoveGoal_t const&, AIMoveTrace_t*) CAI_Motor::MoveFlyExecute(AILocalMoveGoal_t const&, AIMoveTrace_t*) vtable for CAI_MoveAndShootOverlay CAI_MoveAndShootOverlay::~CAI_MoveAndShootOverlay() CAI_MoveAndShootOverlay::~CAI_MoveAndShootOverlay() CAI_Component::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) vtable for CAI_MoveProbe CAI_MoveProbe::~CAI_MoveProbe() CAI_MoveProbe::~CAI_MoveProbe() CAI_Component::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) vtable for CAI_NavInHintGroupFilter CAI_NavInHintGroupFilter::IsValid(CAI_Node*) CAI_NavInHintGroupFilter::ShouldContinue() vtable for CAI_Navigator CAI_Navigator::~CAI_Navigator() CAI_Navigator::~CAI_Navigator() CAI_Component::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) CAI_Navigator::Init(CAI_Network*) CAI_Navigator::SetGoal(AI_NavGoal_t const&, unsigned int) CAI_Navigator::SetGoalTarget(CBaseEntity*, Vector const&) CAI_Navigator::SimplifyPath(bool, float) CAI_Navigator::CalcYawSpeed() CAI_Navigator::OnScheduleChange() CAI_Navigator::Move(float) CAI_Navigator::OnClearPath() CAI_Navigator::OnNewGoal() CAI_Navigator::OnNavComplete() CAI_Navigator::MoveNormal() CAI_Navigator::MoveClimb() CAI_Navigator::MoveJump() CAI_Navigator::MoveEnact(AILocalMoveGoal_t const&) CAI_Navigator::MoveCalcBaseGoal(AILocalMoveGoal_t*) CAI_Navigator::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_Navigator::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_Navigator::OnFailedSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_Navigator::OnFailedLocalNavigation(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_Navigator::OnInsufficientStopDist(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_Navigator::OnMoveStalled(AILocalMoveGoal_t const&) CAI_Navigator::OnMoveExecuteFailed(AILocalMoveGoal_t const&, AIMoveTrace_t const&, AIMotorMoveResult_t, AIMoveResult_t*) CAI_Navigator::OnMoveBlocked(AIMoveResult_t*) CAI_Navigator::MoveUpdateWaypoint(AIMoveResult_t*) CAI_Navigator::DoFindPathToPos() CAI_Navigator::ShouldOptimizeInitialPathSegment(AI_Waypoint_t*) CAI_Navigator::GetStoppingPath(CAI_WaypointList*) vtable for CAI_Network CAI_Network::EnumElement(IHandleEntity*) vtable for CAI_NetworkManager CAI_NetworkManager::~CAI_NetworkManager() CAI_NetworkManager::~CAI_NetworkManager() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_NetworkManager::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_NetworkManager::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CPointEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_NetworkManager::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAI_Pathfinder CAI_Pathfinder::~CAI_Pathfinder() CAI_Pathfinder::~CAI_Pathfinder() CAI_Component::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) CAI_Pathfinder::BuildNodeRoute(Vector const&, Vector const&, int, float) CAI_Pathfinder::BuildLocalRoute(Vector const&, Vector const&, CBaseEntity const*, int, int, int, float) CAI_Pathfinder::BuildRadialRoute(Vector const&, Vector const&, Vector const&, float, float, float, bool, float, bool) CAI_Pathfinder::BuildTriangulationRoute(Vector const&, Vector const&, CBaseEntity const*, int, int, float, float, Navigation_t) CAI_Pathfinder::BuildOBBAvoidanceRoute(Vector const&, Vector const&, CBaseEntity const*, CBaseEntity const*, Navigation_t) CAI_Pathfinder::CanUseLocalNavigation() vtable for CAI_PlayerAlly CAI_PlayerAlly::~CAI_PlayerAlly() CAI_PlayerAlly::~CAI_PlayerAlly() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CAI_BaseNPC::GetServerClass() CAI_BaseNPC::YouForgotToImplementOrDeclareServerClass() CAI_PlayerAlly::GetDataDescMap() CBaseCombatCharacter::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CAI_BaseNPC::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CAI_BaseNPC::GetTracerType() CBaseCombatCharacter::Spawn() CAI_BaseActor::Precache() CAI_BaseActor::SetModel(char const*) CBaseAnimating::OnNewModel() CAI_BaseNPC::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAI_BaseNPC::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_BaseNPC::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_PlayerAlly::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CAI_BaseNPC::DrawDebugGeometryOverlays() CAI_BaseNPC::DrawDebugTextOverlays() CAI_BehaviorHost::Save(ISave&) CAI_BehaviorHost::Restore(IRestore&) CAI_BaseNPC::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_BehaviorHost::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CAI_ExpresserHost::GetResponseSystem() CAI_ExpresserHost::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CAI_BaseNPC::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CAI_BaseNPC::PassesDamageFilter(CTakeDamageInfo const&) CAI_PlayerAlly::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CAI_PlayerAlly::TakeHealth(float, int) CBaseEntity::IsAlive() CAI_PlayerAlly::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CAI_BaseNPC::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CAI_BaseNPC::IsMoving() CBaseEntity::DamageDecal(int, int) CAI_BaseNPC::DecalTrace(CGameTrace*, char const*) CAI_BaseNPC::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CAI_BaseNPC::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseCombatCharacter::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CAI_BaseNPC::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CAI_BaseNPC::GetEnemy() CAI_BaseNPC::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CAI_BaseNPC::StartTouch(CBaseEntity*) CAI_PlayerAlly::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_BehaviorHost::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CAI_BehaviorHost::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CAI_BaseNPC::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CAI_BaseNPC::FireBullets(FireBulletsInfo_t const&) CAI_BaseNPC::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CAI_PlayerAlly::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CAI_BaseNPC::NetworkStateChanged_m_lifeState() CAI_BaseNPC::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CAI_BaseActor::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CAI_BaseNPC::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CAI_BaseNPC::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CAI_PlayerAlly::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CAI_BaseNPC::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CAI_BaseActor::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CAI_BaseNPC::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CAI_BehaviorHost::HandleAnimEvent(animevent_t*) CAI_BaseNPC::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CAI_BaseNPC::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CAI_BaseActor::SetViewtarget(Vector const&) CAI_BaseActor::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CAI_BaseActor::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CAI_BaseActor::ClearSceneEvent(CSceneEventInfo*, bool, bool) CAI_BaseActor::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBaseCombatCharacter::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CAI_BaseNPC::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CAI_BaseHumanoid::HandleInteraction(int, void*, CBaseCombatCharacter*) CBaseCombatCharacter::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CAI_BaseActor::HeadDirection2D() CAI_BaseActor::HeadDirection3D() CAI_BaseActor::EyeDirection2D() CAI_BaseActor::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CAI_BehaviorHost::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) CAI_BaseNPC::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CAI_PlayerAlly::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dying(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CAI_BehaviorHost::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BaseNPC::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CAI_PlayerAlly::OnKilledNPC(CBaseCombatCharacter*) CAI_BaseNPC::Event_Gibbed(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBaseCombatCharacter::IsInAVehicle() const CBaseCombatCharacter::GetVehicle() CBaseCombatCharacter::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::DoMuzzleFlash() CAI_BaseNPC::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CAI_BaseNPC::AddClassRelationship(Class_T, Disposition_t, int) CAI_BehaviorHost::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBaseCombatCharacter::NetworkStateChanged_m_iAmmo() CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void*) CAI_BehaviorHost::NPCInit() CAI_BaseNPC::PostNPCInit() CAI_BaseNPC::StartNPC() CAI_BehaviorHost::CleanupOnDeath(CBaseEntity*, bool) CAI_BaseActor::CreateComponents() CAI_BaseNPC::CreateSenses() CAI_BaseNPC::CreateMoveProbe() CAI_BlendingHost >::CreateMotor() CAI_BaseNPC::CreateLocalNavigator() CAI_BlendingHost >::CreateNavigator() CAI_BaseNPC::CreatePathfinder() CAI_BaseNPC::CreateTacticalServices() CAI_BaseNPC::NPCThink() CAI_BaseNPC::RunAI() CAI_PlayerAlly::GatherConditions() CAI_PlayerAlly::PrescheduleThink() CAI_BaseNPC::PostscheduleThink() CAI_BehaviorHost::OnScheduleChange() CAI_PlayerAlly::OnStartSchedule(int) CAI_PlayerAlly::SelectSchedule() CAI_BehaviorHost::SelectFailSchedule(int, int, int) CAI_PlayerAlly::TranslateSchedule(int) CAI_PlayerAlly::StartTask(Task_t const*) CAI_PlayerAlly::RunTask(Task_t const*) CAI_BehaviorHost::IsInterruptable() CAI_BaseNPC::OnStartScene() CAI_BehaviorHost::ShouldPlayerAvoid() CAI_BaseNPC::SetPlayerAvoidState() CAI_BaseNPC::PlayerPenetratingVPhysics() CAI_BehaviorHost::ShouldAlwaysThink() CAI_BaseNPC::LineOfSightDist(Vector const&, float) CAI_BaseNPC::PostRunStopMoving() CAI_BaseNPC::StartTask(Task_t*) CAI_BaseNPC::RunTask(Task_t*) CAI_BehaviorHost::GetSchedule(int) CAI_BaseNPC::GetLocalScheduleId(int) CAI_BaseNPC::GetGlobalScheduleId(int) CAI_PlayerAlly::TaskFail(int) CAI_BehaviorHost::TaskName(int) CAI_BaseNPC::GetLocalTaskId(int) CAI_PlayerAlly::GetSchedulingErrorName() CAI_PlayerAlly::LoadedSchedules() CAI_BaseHumanoid::BuildScheduleTestBits() CAI_BehaviorHost::GetNewSchedule() CAI_BehaviorHost::GetFailSchedule() CAI_BehaviorHost::CanFlinch() CAI_BaseNPC::CheckFlinches() CAI_BaseNPC::PlayFlinchGesture() CAI_BaseNPC::IsAllowedToDodge() CAI_BaseNPC::SelectDeadSchedule() CAI_BehaviorHost::GetRunningBehavior() CAI_BaseNPC::ShouldAcceptGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnClearGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BehaviorHost::OnBehaviorChangeStatus(CAI_BehaviorBase*, bool) CAI_BehaviorHost::AccessBehaviors() CAI_BehaviorHost::NumBehaviors() CAI_BaseNPC::ConditionName(int) CAI_BaseNPC::RemoveIgnoredConditions() CAI_BaseNPC::SelectIdealState() CAI_BaseNPC::ShouldGoToIdleState() CAI_PlayerAlly::OnStateChange(NPC_STATE, NPC_STATE) CAI_BaseNPC::UpdateEfficiency(bool) CAI_BaseNPC::Wake(bool) CAI_BaseNPC::SetActivity(Activity) CAI_BaseNPC::IsActivityMovementPhased(Activity) CAI_BaseNPC::OnChangeActivity(Activity) CAI_BehaviorHost::QueryHearSound(CSound*) CAI_BaseNPC::QuerySeeEntity(CBaseEntity*, bool) CAI_BaseNPC::OnLooked(int) CAI_BaseNPC::OnListened() CAI_BehaviorHost::OnSeeEntity(CBaseEntity*) CAI_BaseNPC::ShouldNotDistanceCull() CAI_BaseNPC::GetSoundInterests() CAI_BaseNPC::GetSoundPriority(CSound*) CAI_BaseNPC::GetBestSound(int) CAI_BaseNPC::GetBestScent() CAI_BaseNPC::HearingSensitivity() CAI_BehaviorHost::ShouldIgnoreSound(CSound*) CAI_BaseNPC::ClearSenseConditions() CAI_BehaviorHost::BestEnemy() CAI_BehaviorHost::IsValidEnemy(CBaseEntity*) CAI_BaseNPC::CanBeAnEnemyOf(CBaseEntity*) CAI_BaseNPC::ShouldChooseNewEnemy() CAI_PlayerAlly::GatherEnemyConditions(CBaseEntity*) CAI_BaseNPC::EnemyDistTolerance() CAI_BaseNPC::StartTargetHandling(CBaseEntity*) CAI_BaseNPC::CreateCustomTarget(Vector const&, float) CAI_BaseNPC::ShouldPickADeathPose() CAI_BaseNPC::AllowedToIgnite() CAI_BaseNPC::GetGoalRepathTolerance(CBaseEntity*, GoalType_t, Vector const&, Vector const&) CAI_BaseNPC::IsCommandable() CAI_BaseNPC::IsPlayerAlly(CBasePlayer*) CAI_BaseNPC::IsMedic() CAI_BaseNPC::IsCommandMoving() CAI_BaseNPC::ShouldAutoSummon() CAI_BaseNPC::SetCommandGoal(Vector const&) CAI_BaseNPC::ClearCommandGoal() CAI_BaseNPC::OnTargetOrder() CAI_BaseNPC::OnMoveOrder() CAI_BaseNPC::IsValidCommandTarget(CBaseEntity*) CAI_BaseNPC::OnMoveToCommandGoalFailed() CAI_BaseNPC::GetSquadCommandRepresentative() CAI_BaseNPC::TargetOrder(CBaseEntity*, CAI_BaseNPC**, int) CAI_BaseNPC::MoveOrder(Vector const&, CAI_BaseNPC**, int) CAI_BaseNPC::CanBeUsedAsAFriend() CAI_BehaviorHost::CanRunAScriptedNPCInteraction(bool) CAI_BaseNPC::CanPlaySequence(bool, int) CAI_PlayerAlly::CanPlaySentence(bool) CAI_ExpresserHost::PlaySentence(char const*, float, float, soundlevel_t, CBaseEntity*) CAI_PlayerAlly::PlayScriptedSentence(char const*, float, float, soundlevel_t, bool, CBaseEntity*) CAI_BaseNPC::FOkToMakeSound(int) CAI_BaseNPC::JustMadeSound(int, float) CAI_BaseNPC::DeathSound(CTakeDamageInfo const&) CAI_BaseNPC::AlertSound() CAI_BaseNPC::IdleSound() CAI_PlayerAlly::PainSound(CTakeDamageInfo const&) CAI_BaseNPC::FearSound() CAI_BaseNPC::LostEnemySound() CAI_BaseNPC::FoundEnemySound() CAI_BaseNPC::BarnacleDeathSound() CAI_BaseNPC::SpeakSentence(int) CAI_BaseNPC::ShouldPlayIdleSound() CAI_BaseNPC::MakeAIFootstepSound(float, float) CAI_BaseActor::GetExpresser() CAI_PlayerAlly::CanRespondToEvent(char const*) CAI_PlayerAlly::RespondedTo(char const*, bool, bool) CAI_BaseNPC::PlayerHasIlluminatedNPC(CBasePlayer*, float) CAI_BaseNPC::CapabilitiesGet() const CAI_BehaviorHost::IsNavigationUrgent() CAI_BaseNPC::ShouldFailNav(bool) CAI_BaseActor::ShouldBruteForceFailedNav() CAI_BlendingHost >::GetTimeToNavGoal() CAI_BaseNPC::MovementCost(int, Vector const&, Vector const&, float*) CAI_BaseNPC::CalcIdealYaw(Vector const&) CAI_BlendingHost >::MaxYawSpeed() CAI_BaseNPC::AddFacingTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddFacingTarget(Vector const&, float, float, float) CAI_BaseNPC::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_BaseNPC::GetFacingDirection(Vector&) CAI_BaseNPC::IsJumpLegal(Vector const&, Vector const&, Vector const&) const CAI_BaseNPC::StepHeight() const CAI_BaseNPC::GetMaxJumpSpeed() const CAI_BaseNPC::GetJumpGravity() const CAI_BaseNPC::OverrideMove(float) CAI_BaseNPC::OverrideMoveFacing(AILocalMoveGoal_t const&, float) CAI_BaseNPC::IsUnusableNode(int, CAI_Hint*) CAI_BaseNPC::ValidateNavGoal() CAI_BehaviorHost::IsCurTaskContinuousMove() CAI_BaseNPC::IsValidMoveAwayDest(Vector const&) CAI_BehaviorHost::OnMovementFailed() CAI_BehaviorHost::OnMovementComplete() CAI_BaseNPC::IsUnreachable(CBaseEntity*) CAI_BaseNPC::CalcYawSpeed() CAI_BehaviorHost::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructingDoor(AILocalMoveGoal_t*, CBaseDoor*, float, AIMoveResult_t*) CAI_BaseNPC::OnUpcomingPropDoor(AILocalMoveGoal_t*, CBasePropDoor*, float, AIMoveResult_t*) CAI_BaseNPC::GetNodeViewOffset() CAI_BaseNPC::EyeOffset(Activity) CAI_PlayerAlly::EyeLookTarget() CAI_BaseActor::AddLookTarget(CBaseEntity*, float, float, float) CAI_BaseActor::AddLookTarget(Vector const&, float, float, float) CAI_BaseActor::SetHeadDirection(Vector const&, float) CAI_BaseActor::MaintainLookTargets(float) CAI_BaseActor::ValidEyeTarget(Vector const&) CAI_BaseNPC::FacingPosition() CAI_BaseNPC::MaintainTurnActivity() CAI_BehaviorHost::AimGun() CAI_BaseNPC::SetAim(Vector const&) CAI_BaseNPC::RelaxAim() CAI_BaseNPC::GetAlternateMoveShootTarget() CAI_BaseNPC::InputOutsideTransition(inputdata_t&) CAI_BaseNPC::InputInsideTransition(inputdata_t&) CAI_BaseNPC::SetScriptedScheduleIgnoreConditions(Interruptability_t) CAI_BehaviorHost::ScheduledMoveToGoalEntity(int, CBaseEntity*, Activity) CAI_BehaviorHost::ScheduledFollowPath(int, CBaseEntity*, Activity) CAI_BaseNPC::GetEnemies() CAI_BaseNPC::RemoveMemory() CAI_BaseNPC::UpdateEnemyMemory(CBaseEntity*, Vector const&, CBaseEntity*) CAI_BaseNPC::GetReactionDelay(CBaseEntity*) CAI_BaseNPC::CanHolsterWeapon() CAI_BaseNPC::HolsterWeapon() CAI_BaseNPC::UnholsterWeapon() CAI_BaseNPC::OnRangeAttack1() CAI_BaseNPC::OnUpdateShotRegulator() CAI_BaseNPC::InitSquad() CAI_PlayerAlly::SquadSlotName(int) CAI_BaseNPC::SetSquad(CAI_Squad*) CAI_BaseNPC::IsSilentSquadMember() const CAI_BaseNPC::FindCoverPos(CBaseEntity*, Vector*) CAI_BaseNPC::FindCoverPosInRadius(CBaseEntity*, Vector const&, float, Vector*) CAI_BaseNPC::FindCoverPos(CSound*, Vector*) CAI_BehaviorHost::IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorHost::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BaseNPC::TestShootPosition(Vector const&, Vector const&) CAI_BaseNPC::IsCoverPosition(Vector const&, Vector const&) CAI_BaseNPC::CoverRadius() CAI_BehaviorHost::GetMaxTacticalLateralMovement() CAI_BehaviorHost::OnChangeHintGroup(string_t, string_t) CAI_BaseNPC::ShouldFadeOnDeath() CAI_BaseNPC::RangeAttack1Conditions(float, float) CAI_BaseNPC::RangeAttack2Conditions(float, float) CAI_BaseNPC::MeleeAttack1Conditions(float, float) CAI_BaseNPC::MeleeAttack2Conditions(float, float) CAI_BaseNPC::InnateRange1MinRange() CAI_BaseNPC::InnateRange1MaxRange() CAI_BaseNPC::OnBeginMoveAndShoot() CAI_BaseNPC::OnEndMoveAndShoot() CAI_BaseNPC::UseAttackSquadSlots() CAI_PlayerAlly::FindNamedEntity(char const*, IEntityFindFilter*) CAI_BaseNPC::ClearAttackConditions() CAI_BaseNPC::ShouldLookForBetterWeapon() CAI_BaseNPC::GiveWeapon(string_t) CAI_BaseNPC::OnGivenWeapon(CBaseCombatWeapon*) CAI_BaseNPC::WeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::CurrentWeaponLOSCondition(Vector const&, bool) CAI_BaseNPC::IsWaitingToRappel() CAI_BaseNPC::BeginRappel() CAI_BaseNPC::TranslateNavGoal(CBaseEntity*, Vector&) CAI_BehaviorHost::GetDefaultNavGoalTolerance() CAI_BaseNPC::FCanCheckAttacks() CAI_BaseHumanoid::CheckAmmo() CAI_BehaviorHost::FValidateHintType(CAI_Hint*) CAI_BaseNPC::GetHintActivity(short, Activity) CAI_BaseNPC::GetHintDelay(short) CAI_BaseNPC::GetCoverActivity(CAI_Hint*) CAI_BaseNPC::GetReloadActivity(CAI_Hint*) CAI_BaseNPC::SetTurnActivity() CAI_BaseNPC::GetHitgroupDamageMultiplier(int, CTakeDamageInfo const&) CAI_BaseNPC::PlayerInSpread(Vector const&, Vector const&, float, float, bool) CAI_BaseNPC::InnateWeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BehaviorHost::GetFlinchActivity(bool, bool) CAI_BaseNPC::GetShootEnemyDir(Vector const&, bool) CAI_BaseNPC::CollectShotStats(Vector const&, Vector const&) CAI_BaseNPC::ShouldMoveAndShoot() CAI_BaseNPC::IsLightDamage(CTakeDamageInfo const&) CAI_BaseNPC::IsHeavyDamage(CTakeDamageInfo const&) CAI_BaseNPC::PickupWeapon(CBaseCombatWeapon*) CAI_BaseNPC::PickupItem(CBaseEntity*) CAI_BaseNPC::NotifyDeadFriend(CBaseEntity*) CAI_BaseNPC::CalcReasonableFacing(bool) CAI_BaseNPC::IsValidReasonableFacing(Vector const&, float) CAI_BehaviorHost::GetReasonableFacingDist() CAI_PlayerAlly::GetClassScheduleIdSpace() CAI_BaseNPC::GetSquadSlotDebugName(int) CAI_BehaviorHost::IsCrouching() CAI_BaseNPC::Crouch() CAI_BaseNPC::Stand() CAI_BaseNPC::DesireCrouch() CAI_BehaviorHost::IsCrouchedActivity(Activity) CAI_BaseNPC::GetCrouchEyeOffset() CAI_BaseNPC::GetCrouchGunOffset() CAI_BaseNPC::ReportAIState() CAI_BaseNPC::ReportOverThinkLimit(float) CAI_BaseNPC::ShouldProbeCollideAgainstEntity(CBaseEntity*) CAI_BehaviorHost::CreateBehaviors() CAI_BehaviorHost::ForceSelectedGo(CBaseEntity*, Vector const&, Vector const&, bool) CAI_BehaviorHost::ForceSelectedGoRandom() CAI_PlayerAlly::SpeakMapmakerInterruptConcept(string_t) CAI_BehaviorHost::OnChangeRunningBehavior(CAI_BehaviorBase*, CAI_BehaviorBase*) CAI_BehaviorHost::ShouldBehaviorSelectSchedule(CAI_BehaviorBase*) CAI_BehaviorHost::BackBridge_GatherConditions() CAI_BehaviorHost::BackBridge_SelectSchedule() CAI_BehaviorHost::BackBridge_TranslateSchedule(int) CAI_BehaviorHost::BackBridge_NPC_TranslateActivity(Activity) CAI_BehaviorHost::BackBridge_IsValidEnemy(CBaseEntity*) CAI_BehaviorHost::BackBridge_BestEnemy() CAI_BehaviorHost::BackBridge_IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorHost::BackBridge_IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorHost::BackBridge_GetMaxTacticalLateralMovement() CAI_BehaviorHost::BackBridge_ShouldIgnoreSound(CSound*) CAI_BehaviorHost::BackBridge_OnSeeEntity(CBaseEntity*) CAI_BehaviorHost::BackBridge_OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorHost::BackBridge_IsInterruptable() CAI_BehaviorHost::BackBridge_IsNavigationUrgent() CAI_BehaviorHost::BackBridge_ShouldPlayerAvoid() CAI_BehaviorHost::BackBridge_OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorHost::BackBridge_GetDefaultNavGoalTolerance() CAI_BehaviorHost::BackBridge_GetReasonableFacingDist() CAI_BehaviorHost::BackBridge_CanFlinch() CAI_BehaviorHost::BackBridge_IsCrouching() CAI_BehaviorHost::BackBridge_IsCrouchedActivity(Activity) CAI_BehaviorHost::BackBridge_QueryHearSound(CSound*) CAI_BehaviorHost::BackBridge_CanRunAScriptedNPCInteraction(bool) CAI_BehaviorHost::BackBridge_GetFlinchActivity(bool, bool) CAI_BehaviorHost::BackBridge_OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorHost::BackBridge_ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorHost::BackBridge_Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorHost::BackBridge_HandleAnimEvent(animevent_t*) CAI_BaseHumanoid::OnMoveBlocked(AIMoveResult_t*) CAI_BaseActor::StartTaskRangeAttack1(Task_t const*) CAI_BaseHumanoid::RunTaskRangeAttack1(Task_t const*) CAI_ExpresserHost::NoteSpeaking(float, float) CAI_ExpresserHost::Speak(char const*, char const*, char*, unsigned int, IRecipientFilter*) CAI_ExpresserHost::PostSpeakDispatchResponse(char const*, AI_Response&) CAI_BaseActor::OnNewLookTarget() CAI_BaseActor::PickLookTarget(bool, float, float) CAI_BaseActor::PickLookTarget(CAI_InterestTarget&, bool, float, float) CAI_BaseActor::PickTacticalLookTarget(AILookTargetArgs_t*) CAI_BaseActor::PickRandomLookTarget(AILookTargetArgs_t*) CAI_BaseActor::MakeRandomLookTarget(AILookTargetArgs_t*, float, float) CAI_BaseActor::HasActiveLookTargets() CAI_BaseActor::OnSelectedLookTarget(AILookTargetArgs_t*) CAI_BaseActor::ClearLookTarget(CBaseEntity*) CAI_BaseActor::ExpireCurrentRandomLookTarget() CAI_BaseActor::GetHeadDebounce() CAI_BaseActor::ValidHeadTarget(Vector const&) CAI_BaseActor::HeadTargetValidity(Vector const&) CAI_BaseActor::PlayExpressionForState(NPC_STATE) CAI_BaseActor::SelectRandomExpressionForState(NPC_STATE) CAI_BaseActor::UseSemaphore() CAI_BaseActor::CreateExpresser() CAI_PlayerAlly::SelectNonCombatSpeechSchedule() CAI_PlayerAlly::IsValidSpeechTarget(int, CBaseEntity*) CAI_PlayerAlly::SelectIdleSpeech(AISpeechSelection_t*) CAI_PlayerAlly::SelectAlertSpeech(AISpeechSelection_t*) CAI_PlayerAlly::SelectInterjection() CAI_PlayerAlly::SelectPlayerUseSpeech() CAI_PlayerAlly::SelectQuestionAndAnswerSpeech(AISpeechSelection_t*) CAI_PlayerAlly::PostSpeakDispatchResponse(char const*, AI_Response*) CAI_PlayerAlly::SpeakIfAllowed(char const*, char const*, bool, char*, unsigned int) CAI_PlayerAlly::OnSpokeConcept(char const*, AI_Response*) CAI_PlayerAlly::OnStartSpeaking() CAI_PlayerAlly::InputIdleRespond(inputdata_t&) CAI_PlayerAlly::GetDeathMessageText() vtable for CAI_ProxyMovementSink CAI_ProxyMovementSink::CalcYawSpeed() CAI_ProxyMovementSink::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_ProxyMovementSink::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_ProxyMovementSink::OnFailedSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_ProxyMovementSink::OnFailedLocalNavigation(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_ProxyMovementSink::OnInsufficientStopDist(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_ProxyMovementSink::OnMoveBlocked(AIMoveResult_t*) CAI_ProxyMovementSink::OnMoveStalled(AILocalMoveGoal_t const&) CAI_ProxyMovementSink::OnMoveExecuteFailed(AILocalMoveGoal_t const&, AIMoveTrace_t const&, AIMotorMoveResult_t, AIMoveResult_t*) vtable for CAI_RadialLinkController CAI_RadialLinkController::~CAI_RadialLinkController() CAI_RadialLinkController::~CAI_RadialLinkController() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_RadialLinkController::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_RadialLinkController::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_RadialLinkController::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAI_RappelBehavior CAI_RappelBehavior::~CAI_RappelBehavior() CAI_RappelBehavior::~CAI_RappelBehavior() CAI_ComponentWithOuter::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) CAI_RappelBehavior::GetName() CAI_RappelBehavior::KeyValue(char const*, char const*) CAI_RappelBehavior::CanSelectSchedule() CAI_BehaviorBase::BeginScheduleSelection() CAI_BehaviorBase::EndScheduleSelection() CAI_BehaviorBase::BridgeSpeakMapmakerInterruptConcept(string_t) CAI_RappelBehavior::GatherConditions() CAI_BehaviorBase::GatherConditionsNotActive() CAI_BehaviorBase::OnUpdateShotRegulator() CAI_RappelBehavior::GetClassScheduleIdSpace() CAI_BehaviorBase::DrawDebugTextOverlays(int) CAI_BehaviorBase::Save(ISave&) CAI_BehaviorBase::Restore(IRestore&) CAI_RappelBehavior::Precache() CAI_BehaviorBase::Spawn() CAI_BehaviorBase::UpdateOnRemove() CAI_BehaviorBase::Event_Killed(CTakeDamageInfo const&) CAI_RappelBehavior::CleanupOnDeath(CBaseEntity*, bool) CAI_BehaviorBase::PrescheduleThink() CAI_BehaviorBase::OnScheduleChange() CAI_BehaviorBase::OnStartSchedule(int) CAI_RappelBehavior::SelectSchedule() CAI_BehaviorBase::SelectFailSchedule(int, int, int) CAI_RappelBehavior::StartTask(Task_t const*) CAI_RappelBehavior::RunTask(Task_t const*) CAI_BehaviorBase::AimGun() CAI_BehaviorBase::TranslateSchedule(int) CAI_BehaviorBase::GetSchedule(int) CAI_RappelBehavior::GetSchedulingErrorName() CAI_BehaviorBase::BuildScheduleTestBits() CAI_BehaviorBase::NPC_TranslateActivity(Activity) CAI_BehaviorBase::IsCurTaskContinuousMove() CAI_BehaviorBase::OnMovementFailed() CAI_BehaviorBase::OnMovementComplete() CAI_BehaviorBase::GetDefaultNavGoalTolerance() CAI_BehaviorBase::FValidateHintType(CAI_Hint*) CAI_BehaviorBase::IsValidEnemy(CBaseEntity*) CAI_BehaviorBase::BestEnemy() CAI_BehaviorBase::IsValidCover(Vector const&, CAI_Hint const*) CAI_BehaviorBase::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorBase::GetMaxTacticalLateralMovement() CAI_BehaviorBase::ShouldIgnoreSound(CSound*) CAI_BehaviorBase::OnSeeEntity(CBaseEntity*) CAI_BehaviorBase::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorBase::IsInterruptable() CAI_BehaviorBase::IsNavigationUrgent() CAI_BehaviorBase::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorBase::GetReasonableFacingDist() CAI_BehaviorBase::ShouldPlayerAvoid() CAI_BehaviorBase::CanFlinch() CAI_BehaviorBase::IsCrouching() CAI_BehaviorBase::IsCrouchedActivity(Activity) CAI_BehaviorBase::QueryHearSound(CSound*) CAI_BehaviorBase::CanRunAScriptedNPCInteraction(bool) CAI_BehaviorBase::GetFlinchActivity(bool, bool) CAI_BehaviorBase::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorBase::ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorBase::Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorBase::HandleAnimEvent(animevent_t*) CAI_BehaviorBase::ShouldAlwaysThink() CAI_BehaviorBase::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CAI_BehaviorBase::SpeakMapmakerInterruptConcept(string_t) CAI_BehaviorBase::OnRestore() CAI_BehaviorBase::OnChangeHintGroup(string_t, string_t) CAI_Behavior::IsBehaviorSchedule(int) CAI_RappelBehavior::GetDataDescMap() CAI_RappelBehavior::LoadedSchedules() vtable for CAI_Relationship CAI_Relationship::~CAI_Relationship() CAI_Relationship::~CAI_Relationship() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_Relationship::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_Relationship::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_Relationship::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_Relationship::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_Relationship::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CAI_Relationship::OnEntitySpawned(CBaseEntity*) CAI_Relationship::OnEntityDeleted(CBaseEntity*) vtable for CAI_SaveRestoreBlockHandler CAI_SaveRestoreBlockHandler::GetBlockName() CDefSaveRestoreBlockHandler::PreSave(CSaveRestoreData*) CAI_SaveRestoreBlockHandler::Save(ISave*) CAI_SaveRestoreBlockHandler::WriteSaveHeaders(ISave*) CDefSaveRestoreBlockHandler::PostSave() CDefSaveRestoreBlockHandler::PreRestore() CAI_SaveRestoreBlockHandler::ReadRestoreHeaders(IRestore*) CAI_SaveRestoreBlockHandler::Restore(IRestore*, bool) CAI_SaveRestoreBlockHandler::PostRestore() vtable for CAI_ScriptConditions CAI_ScriptConditions::~CAI_ScriptConditions() CAI_ScriptConditions::~CAI_ScriptConditions() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_ScriptConditions::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_ScriptConditions::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_ScriptConditions::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_ScriptConditions::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_ScriptConditions::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CAI_ScriptConditions::OnEntitySpawned(CBaseEntity*) vtable for CAI_ScriptedSchedule CAI_ScriptedSchedule::~CAI_ScriptedSchedule() CAI_ScriptedSchedule::~CAI_ScriptedSchedule() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_ScriptedSchedule::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAI_ScriptedSentence CAI_ScriptedSentence::~CAI_ScriptedSentence() CAI_ScriptedSentence::~CAI_ScriptedSentence() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_ScriptedSentence::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_ScriptedSentence::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAI_ScriptedSentence::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_ScriptedSentence::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAI_ScriptedSequence CAI_ScriptedSequence::~CAI_ScriptedSequence() CAI_ScriptedSequence::~CAI_ScriptedSequence() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_ScriptedSequence::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_ScriptedSequence::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_ScriptedSequence::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_ScriptedSequence::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CAI_ScriptedSequence::DrawDebugGeometryOverlays() CAI_ScriptedSequence::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CAI_ScriptedSequence::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CAI_ScriptedSequence::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_ScriptedSequence::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAI_SensedObjectsManager IEntityListener::OnEntityCreated(CBaseEntity*) CAI_SensedObjectsManager::OnEntitySpawned(CBaseEntity*) CAI_SensedObjectsManager::OnEntityDeleted(CBaseEntity*) CAI_SensedObjectsManager::AddEntity(CBaseEntity*) vtable for CAI_Senses CAI_Senses::~CAI_Senses() CAI_Senses::~CAI_Senses() CAI_Component::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) vtable for CAI_SentenceBase CAI_SentenceBase::~CAI_SentenceBase() CAI_SentenceBase::~CAI_SentenceBase() CAI_Component::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) (pure virtual function) (pure virtual function) vtable for CAI_SpeechFilter CAI_SpeechFilter::~CAI_SpeechFilter() CAI_SpeechFilter::~CAI_SpeechFilter() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_SpeechFilter::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_SpeechFilter::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_SpeechFilter::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_SpeechFilter::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CAI_SpeechFilter::OnEntityCreated(CBaseEntity*) CAI_SpeechFilter::OnEntityDeleted(CBaseEntity*) vtable for CAI_StandoffBehavior CAI_StandoffBehavior::~CAI_StandoffBehavior() CAI_StandoffBehavior::~CAI_StandoffBehavior() CAI_ComponentWithOuter::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) CAI_StandoffBehavior::GetName() CAI_BehaviorBase::KeyValue(char const*, char const*) CAI_StandoffBehavior::CanSelectSchedule() CAI_StandoffBehavior::BeginScheduleSelection() CAI_StandoffBehavior::EndScheduleSelection() CAI_BehaviorBase::BridgeSpeakMapmakerInterruptConcept(string_t) CAI_StandoffBehavior::GatherConditions() CAI_BehaviorBase::GatherConditionsNotActive() CAI_StandoffBehavior::OnUpdateShotRegulator() CAI_StandoffBehavior::GetClassScheduleIdSpace() CAI_BehaviorBase::DrawDebugTextOverlays(int) CAI_BehaviorBase::Save(ISave&) CAI_BehaviorBase::Restore(IRestore&) CAI_BehaviorBase::Precache() CAI_StandoffBehavior::Spawn() CAI_BehaviorBase::UpdateOnRemove() CAI_BehaviorBase::Event_Killed(CTakeDamageInfo const&) CAI_BehaviorBase::CleanupOnDeath(CBaseEntity*, bool) CAI_StandoffBehavior::PrescheduleThink() CAI_BehaviorBase::OnScheduleChange() CAI_BehaviorBase::OnStartSchedule(int) CAI_StandoffBehavior::SelectSchedule() CAI_BehaviorBase::SelectFailSchedule(int, int, int) CAI_StandoffBehavior::StartTask(Task_t const*) CAI_BehaviorBase::RunTask(Task_t const*) CAI_BehaviorBase::AimGun() CAI_StandoffBehavior::TranslateSchedule(int) CAI_BehaviorBase::GetSchedule(int) CAI_StandoffBehavior::GetSchedulingErrorName() CAI_StandoffBehavior::BuildScheduleTestBits() CAI_StandoffBehavior::NPC_TranslateActivity(Activity) CAI_BehaviorBase::IsCurTaskContinuousMove() CAI_BehaviorBase::OnMovementFailed() CAI_BehaviorBase::OnMovementComplete() CAI_BehaviorBase::GetDefaultNavGoalTolerance() CAI_BehaviorBase::FValidateHintType(CAI_Hint*) CAI_BehaviorBase::IsValidEnemy(CBaseEntity*) CAI_BehaviorBase::BestEnemy() CAI_StandoffBehavior::IsValidCover(Vector const&, CAI_Hint const*) CAI_StandoffBehavior::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BehaviorBase::GetMaxTacticalLateralMovement() CAI_BehaviorBase::ShouldIgnoreSound(CSound*) CAI_BehaviorBase::OnSeeEntity(CBaseEntity*) CAI_BehaviorBase::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BehaviorBase::IsInterruptable() CAI_BehaviorBase::IsNavigationUrgent() CAI_BehaviorBase::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BehaviorBase::GetReasonableFacingDist() CAI_BehaviorBase::ShouldPlayerAvoid() CAI_BehaviorBase::CanFlinch() CAI_StandoffBehavior::IsCrouching() CAI_BehaviorBase::IsCrouchedActivity(Activity) CAI_BehaviorBase::QueryHearSound(CSound*) CAI_BehaviorBase::CanRunAScriptedNPCInteraction(bool) CAI_BehaviorBase::GetFlinchActivity(bool, bool) CAI_BehaviorBase::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BehaviorBase::ModifyOrAppendCriteria(AI_CriteriaSet&) CAI_BehaviorBase::Teleport(Vector const*, QAngle const*, Vector const*) CAI_BehaviorBase::HandleAnimEvent(animevent_t*) CAI_BehaviorBase::ShouldAlwaysThink() CAI_MappedActivityBehavior_Temporary::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CAI_BehaviorBase::SpeakMapmakerInterruptConcept(string_t) CAI_StandoffBehavior::OnRestore() CAI_StandoffBehavior::OnChangeHintGroup(string_t, string_t) CAI_Behavior::IsBehaviorSchedule(int) CAI_StandoffBehavior::GetDataDescMap() CAI_StandoffBehavior::UpdateTranslateActivityMap() CAI_StandoffBehavior::SelectScheduleUpdateWeapon() CAI_StandoffBehavior::SelectScheduleCheckCover() CAI_StandoffBehavior::SelectScheduleEstablishAim() CAI_StandoffBehavior::SelectScheduleAttack() CAI_StandoffBehavior::LoadedSchedules() vtable for CAI_StandoffGoal CAI_StandoffGoal::~CAI_StandoffGoal() CAI_StandoffGoal::~CAI_StandoffGoal() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAI_StandoffGoal::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAI_GoalEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_GoalEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CAI_GoalEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_GoalEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_GoalEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CAI_StandoffGoal::InputActivate(inputdata_t&) CAI_GoalEntity::InputUpdateActors(inputdata_t&) CAI_StandoffGoal::InputDeactivate(inputdata_t&) CAI_GoalEntity::OnEntityCreated(CBaseEntity*) CAI_GoalEntity::OnEntityDeleted(CBaseEntity*) CAI_StandoffGoal::EnableGoal(CAI_BaseNPC*) CAI_StandoffGoal::DisableGoal(CAI_BaseNPC*) vtable for CAI_SystemHook CAutoGameSystem::Name() CBaseGameSystem::Init() CBaseGameSystem::PostInit() CBaseGameSystem::Shutdown() CAI_SystemHook::LevelInitPreEntity() CAI_SystemHook::LevelInitPostEntity() CBaseGameSystem::LevelShutdownPreClearSteamAPIContext() CAI_SystemHook::LevelShutdownPreEntity() CAI_SystemHook::LevelShutdownPostEntity() CBaseGameSystem::OnSave() CBaseGameSystem::OnRestore() CBaseGameSystem::SafeRemoveIfDesired() CBaseGameSystem::IsPerFrame() CAI_SystemHook::~CAI_SystemHook() CAI_SystemHook::~CAI_SystemHook() CBaseGameSystem::FrameUpdatePreEntityThink() CBaseGameSystem::FrameUpdatePostEntityThink() CBaseGameSystem::PreClientUpdate() vtable for CAI_TacticalServices CAI_TacticalServices::~CAI_TacticalServices() CAI_TacticalServices::~CAI_TacticalServices() CAI_Component::SetOuter(CAI_BaseNPC*) CAI_Component::TaskFail(int) CAI_Component::TaskComplete(bool) vtable for CAI_TestHull CAI_TestHull::~CAI_TestHull() CAI_TestHull::~CAI_TestHull() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CAI_BaseNPC::GetServerClass() CAI_BaseNPC::YouForgotToImplementOrDeclareServerClass() CAI_BaseNPC::GetDataDescMap() CBaseCombatCharacter::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CAI_BaseNPC::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CAI_BaseNPC::GetTracerType() CAI_TestHull::Spawn() CAI_TestHull::Precache() CBaseFlex::SetModel(char const*) CBaseAnimating::OnNewModel() CAI_BaseNPC::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAI_BaseNPC::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_BaseNPC::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_TestHull::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CAI_BaseNPC::DrawDebugGeometryOverlays() CAI_BaseNPC::DrawDebugTextOverlays() CAI_BaseNPC::Save(ISave&) CAI_BaseNPC::Restore(IRestore&) CAI_BaseNPC::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CAI_BaseNPC::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CAI_BaseNPC::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CAI_BaseNPC::PassesDamageFilter(CTakeDamageInfo const&) CAI_BaseNPC::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseCombatCharacter::TakeHealth(float, int) CBaseEntity::IsAlive() CAI_BaseNPC::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CAI_BaseNPC::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CAI_BaseNPC::IsMoving() CBaseEntity::DamageDecal(int, int) CAI_BaseNPC::DecalTrace(CGameTrace*, char const*) CAI_BaseNPC::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CAI_BaseNPC::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseCombatCharacter::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CAI_BaseNPC::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CAI_BaseNPC::GetEnemy() CAI_BaseNPC::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CAI_BaseNPC::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_BaseNPC::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CAI_BaseNPC::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CAI_BaseNPC::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CAI_BaseNPC::FireBullets(FireBulletsInfo_t const&) CAI_BaseNPC::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CAI_BaseNPC::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CAI_BaseNPC::NetworkStateChanged_m_lifeState() CAI_BaseNPC::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CAI_BaseNPC::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CAI_BaseNPC::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CAI_BaseNPC::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CAI_BaseNPC::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CAI_BaseNPC::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CAI_BaseNPC::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CAI_BaseNPC::HandleAnimEvent(animevent_t*) CAI_BaseNPC::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CAI_BaseNPC::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBaseCombatCharacter::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CAI_BaseNPC::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CAI_BaseNPC::HandleInteraction(int, void*, CBaseCombatCharacter*) CBaseCombatCharacter::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CAI_BaseNPC::HeadDirection2D() CAI_BaseNPC::HeadDirection3D() CAI_BaseNPC::EyeDirection2D() CAI_BaseNPC::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CAI_BaseNPC::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) CAI_BaseNPC::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CAI_BaseNPC::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dying(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CAI_BaseNPC::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BaseNPC::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CAI_BaseNPC::Event_Gibbed(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBaseCombatCharacter::IsInAVehicle() const CBaseCombatCharacter::GetVehicle() CBaseCombatCharacter::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::DoMuzzleFlash() CAI_BaseNPC::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CAI_BaseNPC::AddClassRelationship(Class_T, Disposition_t, int) CAI_BaseNPC::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBaseCombatCharacter::NetworkStateChanged_m_iAmmo() CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void*) CAI_BaseNPC::NPCInit() CAI_BaseNPC::PostNPCInit() CAI_BaseNPC::StartNPC() CAI_BaseNPC::CleanupOnDeath(CBaseEntity*, bool) CAI_BaseNPC::CreateComponents() CAI_BaseNPC::CreateSenses() CAI_BaseNPC::CreateMoveProbe() CAI_BaseNPC::CreateMotor() CAI_BaseNPC::CreateLocalNavigator() CAI_BaseNPC::CreateNavigator() CAI_BaseNPC::CreatePathfinder() CAI_BaseNPC::CreateTacticalServices() CAI_BaseNPC::NPCThink() CAI_BaseNPC::RunAI() CAI_BaseNPC::GatherConditions() CAI_BaseNPC::PrescheduleThink() CAI_BaseNPC::PostscheduleThink() CAI_BaseNPC::OnScheduleChange() CAI_BaseNPC::OnStartSchedule(int) CAI_BaseNPC::SelectSchedule() CAI_BaseNPC::SelectFailSchedule(int, int, int) CAI_BaseNPC::TranslateSchedule(int) CAI_BaseNPC::StartTask(Task_t const*) CAI_BaseNPC::RunTask(Task_t const*) CAI_BaseNPC::IsInterruptable() CAI_BaseNPC::OnStartScene() CAI_BaseNPC::ShouldPlayerAvoid() CAI_BaseNPC::SetPlayerAvoidState() CAI_BaseNPC::PlayerPenetratingVPhysics() CAI_BaseNPC::ShouldAlwaysThink() CAI_BaseNPC::LineOfSightDist(Vector const&, float) CAI_BaseNPC::PostRunStopMoving() CAI_BaseNPC::StartTask(Task_t*) CAI_BaseNPC::RunTask(Task_t*) CAI_BaseNPC::GetSchedule(int) CAI_BaseNPC::GetLocalScheduleId(int) CAI_BaseNPC::GetGlobalScheduleId(int) CAI_BaseNPC::TaskFail(int) CAI_BaseNPC::TaskName(int) CAI_BaseNPC::GetLocalTaskId(int) CAI_BaseNPC::GetSchedulingErrorName() CAI_BaseNPC::LoadedSchedules() CAI_BaseNPC::BuildScheduleTestBits() CAI_BaseNPC::GetNewSchedule() CAI_BaseNPC::GetFailSchedule() CAI_BaseNPC::CanFlinch() CAI_BaseNPC::CheckFlinches() CAI_BaseNPC::PlayFlinchGesture() CAI_BaseNPC::IsAllowedToDodge() CAI_BaseNPC::SelectDeadSchedule() CAI_BaseNPC::GetRunningBehavior() CAI_BaseNPC::ShouldAcceptGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnClearGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnBehaviorChangeStatus(CAI_BehaviorBase*, bool) CAI_BaseNPC::AccessBehaviors() CAI_BaseNPC::NumBehaviors() CAI_BaseNPC::ConditionName(int) CAI_BaseNPC::RemoveIgnoredConditions() CAI_BaseNPC::SelectIdealState() CAI_BaseNPC::ShouldGoToIdleState() CAI_BaseNPC::OnStateChange(NPC_STATE, NPC_STATE) CAI_BaseNPC::UpdateEfficiency(bool) CAI_BaseNPC::Wake(bool) CAI_BaseNPC::SetActivity(Activity) CAI_BaseNPC::IsActivityMovementPhased(Activity) CAI_BaseNPC::OnChangeActivity(Activity) CAI_BaseNPC::QueryHearSound(CSound*) CAI_BaseNPC::QuerySeeEntity(CBaseEntity*, bool) CAI_BaseNPC::OnLooked(int) CAI_BaseNPC::OnListened() CAI_BaseNPC::OnSeeEntity(CBaseEntity*) CAI_BaseNPC::ShouldNotDistanceCull() CAI_BaseNPC::GetSoundInterests() CAI_BaseNPC::GetSoundPriority(CSound*) CAI_BaseNPC::GetBestSound(int) CAI_BaseNPC::GetBestScent() CAI_BaseNPC::HearingSensitivity() CAI_BaseNPC::ShouldIgnoreSound(CSound*) CAI_BaseNPC::ClearSenseConditions() CAI_BaseNPC::BestEnemy() CAI_BaseNPC::IsValidEnemy(CBaseEntity*) CAI_BaseNPC::CanBeAnEnemyOf(CBaseEntity*) CAI_BaseNPC::ShouldChooseNewEnemy() CAI_BaseNPC::GatherEnemyConditions(CBaseEntity*) CAI_BaseNPC::EnemyDistTolerance() CAI_BaseNPC::StartTargetHandling(CBaseEntity*) CAI_BaseNPC::CreateCustomTarget(Vector const&, float) CAI_BaseNPC::ShouldPickADeathPose() CAI_BaseNPC::AllowedToIgnite() CAI_BaseNPC::GetGoalRepathTolerance(CBaseEntity*, GoalType_t, Vector const&, Vector const&) CAI_BaseNPC::IsCommandable() CAI_BaseNPC::IsPlayerAlly(CBasePlayer*) CAI_BaseNPC::IsMedic() CAI_BaseNPC::IsCommandMoving() CAI_BaseNPC::ShouldAutoSummon() CAI_BaseNPC::SetCommandGoal(Vector const&) CAI_BaseNPC::ClearCommandGoal() CAI_BaseNPC::OnTargetOrder() CAI_BaseNPC::OnMoveOrder() CAI_BaseNPC::IsValidCommandTarget(CBaseEntity*) CAI_BaseNPC::OnMoveToCommandGoalFailed() CAI_BaseNPC::GetSquadCommandRepresentative() CAI_BaseNPC::TargetOrder(CBaseEntity*, CAI_BaseNPC**, int) CAI_BaseNPC::MoveOrder(Vector const&, CAI_BaseNPC**, int) CAI_BaseNPC::CanBeUsedAsAFriend() CAI_BaseNPC::CanRunAScriptedNPCInteraction(bool) CAI_BaseNPC::CanPlaySequence(bool, int) CAI_BaseNPC::CanPlaySentence(bool) CAI_BaseNPC::PlaySentence(char const*, float, float, soundlevel_t, CBaseEntity*) CAI_BaseNPC::PlayScriptedSentence(char const*, float, float, soundlevel_t, bool, CBaseEntity*) CAI_BaseNPC::FOkToMakeSound(int) CAI_BaseNPC::JustMadeSound(int, float) CAI_BaseNPC::DeathSound(CTakeDamageInfo const&) CAI_BaseNPC::AlertSound() CAI_BaseNPC::IdleSound() CAI_BaseNPC::PainSound(CTakeDamageInfo const&) CAI_BaseNPC::FearSound() CAI_BaseNPC::LostEnemySound() CAI_BaseNPC::FoundEnemySound() CAI_BaseNPC::BarnacleDeathSound() CAI_BaseNPC::SpeakSentence(int) CAI_BaseNPC::ShouldPlayIdleSound() CAI_BaseNPC::MakeAIFootstepSound(float, float) CAI_BaseNPC::GetExpresser() CAI_BaseNPC::CanRespondToEvent(char const*) CAI_BaseNPC::RespondedTo(char const*, bool, bool) CAI_BaseNPC::PlayerHasIlluminatedNPC(CBasePlayer*, float) CAI_BaseNPC::CapabilitiesGet() const CAI_BaseNPC::IsNavigationUrgent() CAI_BaseNPC::ShouldFailNav(bool) CAI_BaseNPC::ShouldBruteForceFailedNav() CAI_BaseNPC::GetTimeToNavGoal() CAI_BaseNPC::MovementCost(int, Vector const&, Vector const&, float*) CAI_BaseNPC::CalcIdealYaw(Vector const&) CAI_BaseNPC::MaxYawSpeed() CAI_BaseNPC::AddFacingTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddFacingTarget(Vector const&, float, float, float) CAI_BaseNPC::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_BaseNPC::GetFacingDirection(Vector&) CAI_TestHull::IsJumpLegal(Vector const&, Vector const&, Vector const&) const CAI_BaseNPC::StepHeight() const CAI_BaseNPC::GetMaxJumpSpeed() const CAI_BaseNPC::GetJumpGravity() const CAI_BaseNPC::OverrideMove(float) CAI_BaseNPC::OverrideMoveFacing(AILocalMoveGoal_t const&, float) CAI_BaseNPC::IsUnusableNode(int, CAI_Hint*) CAI_BaseNPC::ValidateNavGoal() CAI_BaseNPC::IsCurTaskContinuousMove() CAI_BaseNPC::IsValidMoveAwayDest(Vector const&) CAI_BaseNPC::OnMovementFailed() CAI_BaseNPC::OnMovementComplete() CAI_BaseNPC::IsUnreachable(CBaseEntity*) CAI_BaseNPC::CalcYawSpeed() CAI_BaseNPC::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructingDoor(AILocalMoveGoal_t*, CBaseDoor*, float, AIMoveResult_t*) CAI_BaseNPC::OnUpcomingPropDoor(AILocalMoveGoal_t*, CBasePropDoor*, float, AIMoveResult_t*) CAI_BaseNPC::GetNodeViewOffset() CAI_BaseNPC::EyeOffset(Activity) CAI_BaseNPC::EyeLookTarget() CAI_BaseNPC::AddLookTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddLookTarget(Vector const&, float, float, float) CAI_BaseNPC::SetHeadDirection(Vector const&, float) CAI_BaseNPC::MaintainLookTargets(float) CAI_BaseNPC::ValidEyeTarget(Vector const&) CAI_BaseNPC::FacingPosition() CAI_BaseNPC::MaintainTurnActivity() CAI_BaseNPC::AimGun() CAI_BaseNPC::SetAim(Vector const&) CAI_BaseNPC::RelaxAim() CAI_BaseNPC::GetAlternateMoveShootTarget() CAI_BaseNPC::InputOutsideTransition(inputdata_t&) CAI_BaseNPC::InputInsideTransition(inputdata_t&) CAI_BaseNPC::SetScriptedScheduleIgnoreConditions(Interruptability_t) CAI_BaseNPC::ScheduledMoveToGoalEntity(int, CBaseEntity*, Activity) CAI_BaseNPC::ScheduledFollowPath(int, CBaseEntity*, Activity) CAI_BaseNPC::GetEnemies() CAI_BaseNPC::RemoveMemory() CAI_BaseNPC::UpdateEnemyMemory(CBaseEntity*, Vector const&, CBaseEntity*) CAI_BaseNPC::GetReactionDelay(CBaseEntity*) CAI_BaseNPC::CanHolsterWeapon() CAI_BaseNPC::HolsterWeapon() CAI_BaseNPC::UnholsterWeapon() CAI_BaseNPC::OnRangeAttack1() CAI_BaseNPC::OnUpdateShotRegulator() CAI_BaseNPC::InitSquad() CAI_BaseNPC::SquadSlotName(int) CAI_BaseNPC::SetSquad(CAI_Squad*) CAI_BaseNPC::IsSilentSquadMember() const CAI_BaseNPC::FindCoverPos(CBaseEntity*, Vector*) CAI_BaseNPC::FindCoverPosInRadius(CBaseEntity*, Vector const&, float, Vector*) CAI_BaseNPC::FindCoverPos(CSound*, Vector*) CAI_BaseNPC::IsValidCover(Vector const&, CAI_Hint const*) CAI_BaseNPC::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BaseNPC::TestShootPosition(Vector const&, Vector const&) CAI_BaseNPC::IsCoverPosition(Vector const&, Vector const&) CAI_BaseNPC::CoverRadius() CAI_BaseNPC::GetMaxTacticalLateralMovement() CAI_BaseNPC::OnChangeHintGroup(string_t, string_t) CAI_BaseNPC::ShouldFadeOnDeath() CAI_BaseNPC::RangeAttack1Conditions(float, float) CAI_BaseNPC::RangeAttack2Conditions(float, float) CAI_BaseNPC::MeleeAttack1Conditions(float, float) CAI_BaseNPC::MeleeAttack2Conditions(float, float) CAI_BaseNPC::InnateRange1MinRange() CAI_BaseNPC::InnateRange1MaxRange() CAI_BaseNPC::OnBeginMoveAndShoot() CAI_BaseNPC::OnEndMoveAndShoot() CAI_BaseNPC::UseAttackSquadSlots() CAI_BaseNPC::FindNamedEntity(char const*, IEntityFindFilter*) CAI_BaseNPC::ClearAttackConditions() CAI_BaseNPC::ShouldLookForBetterWeapon() CAI_BaseNPC::GiveWeapon(string_t) CAI_BaseNPC::OnGivenWeapon(CBaseCombatWeapon*) CAI_BaseNPC::WeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::CurrentWeaponLOSCondition(Vector const&, bool) CAI_BaseNPC::IsWaitingToRappel() CAI_BaseNPC::BeginRappel() CAI_BaseNPC::TranslateNavGoal(CBaseEntity*, Vector&) CAI_BaseNPC::GetDefaultNavGoalTolerance() CAI_BaseNPC::FCanCheckAttacks() CAI_BaseNPC::CheckAmmo() CAI_BaseNPC::FValidateHintType(CAI_Hint*) CAI_BaseNPC::GetHintActivity(short, Activity) CAI_BaseNPC::GetHintDelay(short) CAI_BaseNPC::GetCoverActivity(CAI_Hint*) CAI_BaseNPC::GetReloadActivity(CAI_Hint*) CAI_BaseNPC::SetTurnActivity() CAI_BaseNPC::GetHitgroupDamageMultiplier(int, CTakeDamageInfo const&) CAI_BaseNPC::PlayerInSpread(Vector const&, Vector const&, float, float, bool) CAI_BaseNPC::InnateWeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::GetFlinchActivity(bool, bool) CAI_BaseNPC::GetShootEnemyDir(Vector const&, bool) CAI_BaseNPC::CollectShotStats(Vector const&, Vector const&) CAI_BaseNPC::ShouldMoveAndShoot() CAI_BaseNPC::IsLightDamage(CTakeDamageInfo const&) CAI_BaseNPC::IsHeavyDamage(CTakeDamageInfo const&) CAI_BaseNPC::PickupWeapon(CBaseCombatWeapon*) CAI_BaseNPC::PickupItem(CBaseEntity*) CAI_BaseNPC::NotifyDeadFriend(CBaseEntity*) CAI_BaseNPC::CalcReasonableFacing(bool) CAI_BaseNPC::IsValidReasonableFacing(Vector const&, float) CAI_BaseNPC::GetReasonableFacingDist() CAI_BaseNPC::GetClassScheduleIdSpace() CAI_BaseNPC::GetSquadSlotDebugName(int) CAI_BaseNPC::IsCrouching() CAI_BaseNPC::Crouch() CAI_BaseNPC::Stand() CAI_BaseNPC::DesireCrouch() CAI_BaseNPC::IsCrouchedActivity(Activity) CAI_BaseNPC::GetCrouchEyeOffset() CAI_BaseNPC::GetCrouchGunOffset() CAI_BaseNPC::ReportAIState() CAI_BaseNPC::ReportOverThinkLimit(float) CAI_BaseNPC::ShouldProbeCollideAgainstEntity(CBaseEntity*) vtable for CAI_TrackPather CAI_TrackPather::~CAI_TrackPather() CAI_TrackPather::~CAI_TrackPather() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CAI_BaseNPC::GetServerClass() CAI_BaseNPC::YouForgotToImplementOrDeclareServerClass() CAI_TrackPather::GetDataDescMap() CBaseCombatCharacter::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CAI_BaseNPC::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CAI_BaseNPC::GetTracerType() CBaseCombatCharacter::Spawn() CAI_BaseNPC::Precache() CBaseFlex::SetModel(char const*) CBaseAnimating::OnNewModel() CAI_BaseNPC::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAI_BaseNPC::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAI_BaseNPC::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CAI_BaseNPC::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CAI_BaseNPC::DrawDebugGeometryOverlays() CAI_BaseNPC::DrawDebugTextOverlays() CAI_BaseNPC::Save(ISave&) CAI_BaseNPC::Restore(IRestore&) CAI_BaseNPC::ShouldSavePhysics() CAI_TrackPather::OnSave(IEntitySaveUtils*) CAI_TrackPather::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CAI_BaseNPC::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CAI_BaseNPC::PassesDamageFilter(CTakeDamageInfo const&) CAI_BaseNPC::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseCombatCharacter::TakeHealth(float, int) CBaseEntity::IsAlive() CAI_BaseNPC::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CAI_BaseNPC::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CAI_BaseNPC::IsMoving() CBaseEntity::DamageDecal(int, int) CAI_BaseNPC::DecalTrace(CGameTrace*, char const*) CAI_BaseNPC::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CAI_BaseNPC::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseCombatCharacter::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CAI_BaseNPC::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CAI_BaseNPC::GetEnemy() CAI_BaseNPC::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CAI_BaseNPC::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAI_BaseNPC::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CAI_BaseNPC::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CAI_BaseNPC::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CAI_BaseNPC::FireBullets(FireBulletsInfo_t const&) CAI_BaseNPC::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CAI_BaseNPC::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CAI_BaseNPC::NetworkStateChanged_m_lifeState() CAI_BaseNPC::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CAI_BaseNPC::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CAI_BaseNPC::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CAI_BaseNPC::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CAI_BaseNPC::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CAI_BaseNPC::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CAI_BaseNPC::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CAI_BaseNPC::HandleAnimEvent(animevent_t*) CAI_BaseNPC::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CAI_BaseNPC::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBaseCombatCharacter::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CAI_BaseNPC::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CAI_BaseNPC::HandleInteraction(int, void*, CBaseCombatCharacter*) CBaseCombatCharacter::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CAI_BaseNPC::HeadDirection2D() CAI_BaseNPC::HeadDirection3D() CAI_BaseNPC::EyeDirection2D() CAI_BaseNPC::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CAI_BaseNPC::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) CAI_BaseNPC::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CAI_BaseNPC::OnTakeDamage_Alive(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dying(CTakeDamageInfo const&) CAI_BaseNPC::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CAI_BaseNPC::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CAI_BaseNPC::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CAI_BaseNPC::Event_Gibbed(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBaseCombatCharacter::IsInAVehicle() const CBaseCombatCharacter::GetVehicle() CBaseCombatCharacter::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::DoMuzzleFlash() CAI_BaseNPC::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CAI_BaseNPC::AddClassRelationship(Class_T, Disposition_t, int) CAI_BaseNPC::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBaseCombatCharacter::NetworkStateChanged_m_iAmmo() CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void*) CAI_BaseNPC::NPCInit() CAI_BaseNPC::PostNPCInit() CAI_BaseNPC::StartNPC() CAI_BaseNPC::CleanupOnDeath(CBaseEntity*, bool) CAI_BaseNPC::CreateComponents() CAI_BaseNPC::CreateSenses() CAI_BaseNPC::CreateMoveProbe() CAI_BaseNPC::CreateMotor() CAI_BaseNPC::CreateLocalNavigator() CAI_BaseNPC::CreateNavigator() CAI_BaseNPC::CreatePathfinder() CAI_BaseNPC::CreateTacticalServices() CAI_BaseNPC::NPCThink() CAI_BaseNPC::RunAI() CAI_BaseNPC::GatherConditions() CAI_BaseNPC::PrescheduleThink() CAI_BaseNPC::PostscheduleThink() CAI_BaseNPC::OnScheduleChange() CAI_BaseNPC::OnStartSchedule(int) CAI_BaseNPC::SelectSchedule() CAI_BaseNPC::SelectFailSchedule(int, int, int) CAI_BaseNPC::TranslateSchedule(int) CAI_BaseNPC::StartTask(Task_t const*) CAI_BaseNPC::RunTask(Task_t const*) CAI_BaseNPC::IsInterruptable() CAI_BaseNPC::OnStartScene() CAI_BaseNPC::ShouldPlayerAvoid() CAI_BaseNPC::SetPlayerAvoidState() CAI_BaseNPC::PlayerPenetratingVPhysics() CAI_BaseNPC::ShouldAlwaysThink() CAI_BaseNPC::LineOfSightDist(Vector const&, float) CAI_BaseNPC::PostRunStopMoving() CAI_BaseNPC::StartTask(Task_t*) CAI_BaseNPC::RunTask(Task_t*) CAI_BaseNPC::GetSchedule(int) CAI_BaseNPC::GetLocalScheduleId(int) CAI_BaseNPC::GetGlobalScheduleId(int) CAI_BaseNPC::TaskFail(int) CAI_BaseNPC::TaskName(int) CAI_BaseNPC::GetLocalTaskId(int) CAI_BaseNPC::GetSchedulingErrorName() CAI_BaseNPC::LoadedSchedules() CAI_BaseNPC::BuildScheduleTestBits() CAI_BaseNPC::GetNewSchedule() CAI_BaseNPC::GetFailSchedule() CAI_BaseNPC::CanFlinch() CAI_BaseNPC::CheckFlinches() CAI_BaseNPC::PlayFlinchGesture() CAI_BaseNPC::IsAllowedToDodge() CAI_BaseNPC::SelectDeadSchedule() CAI_BaseNPC::GetRunningBehavior() CAI_BaseNPC::ShouldAcceptGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnClearGoal(CAI_BehaviorBase*, CAI_GoalEntity*) CAI_BaseNPC::OnBehaviorChangeStatus(CAI_BehaviorBase*, bool) CAI_BaseNPC::AccessBehaviors() CAI_BaseNPC::NumBehaviors() CAI_BaseNPC::ConditionName(int) CAI_BaseNPC::RemoveIgnoredConditions() CAI_BaseNPC::SelectIdealState() CAI_BaseNPC::ShouldGoToIdleState() CAI_BaseNPC::OnStateChange(NPC_STATE, NPC_STATE) CAI_BaseNPC::UpdateEfficiency(bool) CAI_BaseNPC::Wake(bool) CAI_BaseNPC::SetActivity(Activity) CAI_BaseNPC::IsActivityMovementPhased(Activity) CAI_BaseNPC::OnChangeActivity(Activity) CAI_BaseNPC::QueryHearSound(CSound*) CAI_BaseNPC::QuerySeeEntity(CBaseEntity*, bool) CAI_BaseNPC::OnLooked(int) CAI_BaseNPC::OnListened() CAI_BaseNPC::OnSeeEntity(CBaseEntity*) CAI_BaseNPC::ShouldNotDistanceCull() CAI_BaseNPC::GetSoundInterests() CAI_BaseNPC::GetSoundPriority(CSound*) CAI_BaseNPC::GetBestSound(int) CAI_BaseNPC::GetBestScent() CAI_BaseNPC::HearingSensitivity() CAI_BaseNPC::ShouldIgnoreSound(CSound*) CAI_BaseNPC::ClearSenseConditions() CAI_BaseNPC::BestEnemy() CAI_BaseNPC::IsValidEnemy(CBaseEntity*) CAI_BaseNPC::CanBeAnEnemyOf(CBaseEntity*) CAI_BaseNPC::ShouldChooseNewEnemy() CAI_BaseNPC::GatherEnemyConditions(CBaseEntity*) CAI_BaseNPC::EnemyDistTolerance() CAI_BaseNPC::StartTargetHandling(CBaseEntity*) CAI_BaseNPC::CreateCustomTarget(Vector const&, float) CAI_BaseNPC::ShouldPickADeathPose() CAI_BaseNPC::AllowedToIgnite() CAI_BaseNPC::GetGoalRepathTolerance(CBaseEntity*, GoalType_t, Vector const&, Vector const&) CAI_BaseNPC::IsCommandable() CAI_BaseNPC::IsPlayerAlly(CBasePlayer*) CAI_BaseNPC::IsMedic() CAI_BaseNPC::IsCommandMoving() CAI_BaseNPC::ShouldAutoSummon() CAI_BaseNPC::SetCommandGoal(Vector const&) CAI_BaseNPC::ClearCommandGoal() CAI_BaseNPC::OnTargetOrder() CAI_BaseNPC::OnMoveOrder() CAI_BaseNPC::IsValidCommandTarget(CBaseEntity*) CAI_BaseNPC::OnMoveToCommandGoalFailed() CAI_BaseNPC::GetSquadCommandRepresentative() CAI_BaseNPC::TargetOrder(CBaseEntity*, CAI_BaseNPC**, int) CAI_BaseNPC::MoveOrder(Vector const&, CAI_BaseNPC**, int) CAI_BaseNPC::CanBeUsedAsAFriend() CAI_BaseNPC::CanRunAScriptedNPCInteraction(bool) CAI_BaseNPC::CanPlaySequence(bool, int) CAI_BaseNPC::CanPlaySentence(bool) CAI_BaseNPC::PlaySentence(char const*, float, float, soundlevel_t, CBaseEntity*) CAI_BaseNPC::PlayScriptedSentence(char const*, float, float, soundlevel_t, bool, CBaseEntity*) CAI_BaseNPC::FOkToMakeSound(int) CAI_BaseNPC::JustMadeSound(int, float) CAI_BaseNPC::DeathSound(CTakeDamageInfo const&) CAI_BaseNPC::AlertSound() CAI_BaseNPC::IdleSound() CAI_BaseNPC::PainSound(CTakeDamageInfo const&) CAI_BaseNPC::FearSound() CAI_BaseNPC::LostEnemySound() CAI_BaseNPC::FoundEnemySound() CAI_BaseNPC::BarnacleDeathSound() CAI_BaseNPC::SpeakSentence(int) CAI_BaseNPC::ShouldPlayIdleSound() CAI_BaseNPC::MakeAIFootstepSound(float, float) CAI_BaseNPC::GetExpresser() CAI_BaseNPC::CanRespondToEvent(char const*) CAI_BaseNPC::RespondedTo(char const*, bool, bool) CAI_BaseNPC::PlayerHasIlluminatedNPC(CBasePlayer*, float) CAI_BaseNPC::CapabilitiesGet() const CAI_BaseNPC::IsNavigationUrgent() CAI_BaseNPC::ShouldFailNav(bool) CAI_BaseNPC::ShouldBruteForceFailedNav() CAI_BaseNPC::GetTimeToNavGoal() CAI_BaseNPC::MovementCost(int, Vector const&, Vector const&, float*) CAI_BaseNPC::CalcIdealYaw(Vector const&) CAI_BaseNPC::MaxYawSpeed() CAI_BaseNPC::AddFacingTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddFacingTarget(Vector const&, float, float, float) CAI_BaseNPC::AddFacingTarget(CBaseEntity*, Vector const&, float, float, float) CAI_BaseNPC::GetFacingDirection(Vector&) CAI_BaseNPC::IsJumpLegal(Vector const&, Vector const&, Vector const&) const CAI_BaseNPC::StepHeight() const CAI_BaseNPC::GetMaxJumpSpeed() const CAI_BaseNPC::GetJumpGravity() const CAI_BaseNPC::OverrideMove(float) CAI_BaseNPC::OverrideMoveFacing(AILocalMoveGoal_t const&, float) CAI_BaseNPC::IsUnusableNode(int, CAI_Hint*) CAI_BaseNPC::ValidateNavGoal() CAI_BaseNPC::IsCurTaskContinuousMove() CAI_BaseNPC::IsValidMoveAwayDest(Vector const&) CAI_BaseNPC::OnMovementFailed() CAI_BaseNPC::OnMovementComplete() CAI_BaseNPC::IsUnreachable(CBaseEntity*) CAI_BaseNPC::CalcYawSpeed() CAI_BaseNPC::OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructionPreSteer(AILocalMoveGoal_t*, float, AIMoveResult_t*) CAI_BaseNPC::OnObstructingDoor(AILocalMoveGoal_t*, CBaseDoor*, float, AIMoveResult_t*) CAI_BaseNPC::OnUpcomingPropDoor(AILocalMoveGoal_t*, CBasePropDoor*, float, AIMoveResult_t*) CAI_BaseNPC::GetNodeViewOffset() CAI_BaseNPC::EyeOffset(Activity) CAI_BaseNPC::EyeLookTarget() CAI_BaseNPC::AddLookTarget(CBaseEntity*, float, float, float) CAI_BaseNPC::AddLookTarget(Vector const&, float, float, float) CAI_BaseNPC::SetHeadDirection(Vector const&, float) CAI_BaseNPC::MaintainLookTargets(float) CAI_BaseNPC::ValidEyeTarget(Vector const&) CAI_BaseNPC::FacingPosition() CAI_BaseNPC::MaintainTurnActivity() CAI_BaseNPC::AimGun() CAI_BaseNPC::SetAim(Vector const&) CAI_BaseNPC::RelaxAim() CAI_BaseNPC::GetAlternateMoveShootTarget() CAI_BaseNPC::InputOutsideTransition(inputdata_t&) CAI_BaseNPC::InputInsideTransition(inputdata_t&) CAI_BaseNPC::SetScriptedScheduleIgnoreConditions(Interruptability_t) CAI_BaseNPC::ScheduledMoveToGoalEntity(int, CBaseEntity*, Activity) CAI_BaseNPC::ScheduledFollowPath(int, CBaseEntity*, Activity) CAI_BaseNPC::GetEnemies() CAI_BaseNPC::RemoveMemory() CAI_BaseNPC::UpdateEnemyMemory(CBaseEntity*, Vector const&, CBaseEntity*) CAI_BaseNPC::GetReactionDelay(CBaseEntity*) CAI_BaseNPC::CanHolsterWeapon() CAI_BaseNPC::HolsterWeapon() CAI_BaseNPC::UnholsterWeapon() CAI_BaseNPC::OnRangeAttack1() CAI_BaseNPC::OnUpdateShotRegulator() CAI_BaseNPC::InitSquad() CAI_BaseNPC::SquadSlotName(int) CAI_BaseNPC::SetSquad(CAI_Squad*) CAI_BaseNPC::IsSilentSquadMember() const CAI_BaseNPC::FindCoverPos(CBaseEntity*, Vector*) CAI_BaseNPC::FindCoverPosInRadius(CBaseEntity*, Vector const&, float, Vector*) CAI_BaseNPC::FindCoverPos(CSound*, Vector*) CAI_BaseNPC::IsValidCover(Vector const&, CAI_Hint const*) CAI_BaseNPC::IsValidShootPosition(Vector const&, CAI_Node*, CAI_Hint const*) CAI_BaseNPC::TestShootPosition(Vector const&, Vector const&) CAI_BaseNPC::IsCoverPosition(Vector const&, Vector const&) CAI_BaseNPC::CoverRadius() CAI_BaseNPC::GetMaxTacticalLateralMovement() CAI_BaseNPC::OnChangeHintGroup(string_t, string_t) CAI_BaseNPC::ShouldFadeOnDeath() CAI_BaseNPC::RangeAttack1Conditions(float, float) CAI_BaseNPC::RangeAttack2Conditions(float, float) CAI_BaseNPC::MeleeAttack1Conditions(float, float) CAI_BaseNPC::MeleeAttack2Conditions(float, float) CAI_BaseNPC::InnateRange1MinRange() CAI_BaseNPC::InnateRange1MaxRange() CAI_BaseNPC::OnBeginMoveAndShoot() CAI_BaseNPC::OnEndMoveAndShoot() CAI_BaseNPC::UseAttackSquadSlots() CAI_BaseNPC::FindNamedEntity(char const*, IEntityFindFilter*) CAI_BaseNPC::ClearAttackConditions() CAI_BaseNPC::ShouldLookForBetterWeapon() CAI_BaseNPC::GiveWeapon(string_t) CAI_BaseNPC::OnGivenWeapon(CBaseCombatWeapon*) CAI_BaseNPC::WeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::CurrentWeaponLOSCondition(Vector const&, bool) CAI_BaseNPC::IsWaitingToRappel() CAI_BaseNPC::BeginRappel() CAI_BaseNPC::TranslateNavGoal(CBaseEntity*, Vector&) CAI_BaseNPC::GetDefaultNavGoalTolerance() CAI_BaseNPC::FCanCheckAttacks() CAI_BaseNPC::CheckAmmo() CAI_BaseNPC::FValidateHintType(CAI_Hint*) CAI_BaseNPC::GetHintActivity(short, Activity) CAI_BaseNPC::GetHintDelay(short) CAI_BaseNPC::GetCoverActivity(CAI_Hint*) CAI_BaseNPC::GetReloadActivity(CAI_Hint*) CAI_BaseNPC::SetTurnActivity() CAI_BaseNPC::GetHitgroupDamageMultiplier(int, CTakeDamageInfo const&) CAI_BaseNPC::PlayerInSpread(Vector const&, Vector const&, float, float, bool) CAI_BaseNPC::InnateWeaponLOSCondition(Vector const&, Vector const&, bool) CAI_BaseNPC::GetFlinchActivity(bool, bool) CAI_BaseNPC::GetShootEnemyDir(Vector const&, bool) CAI_BaseNPC::CollectShotStats(Vector const&, Vector const&) CAI_BaseNPC::ShouldMoveAndShoot() CAI_BaseNPC::IsLightDamage(CTakeDamageInfo const&) CAI_BaseNPC::IsHeavyDamage(CTakeDamageInfo const&) CAI_BaseNPC::PickupWeapon(CBaseCombatWeapon*) CAI_BaseNPC::PickupItem(CBaseEntity*) CAI_BaseNPC::NotifyDeadFriend(CBaseEntity*) CAI_BaseNPC::CalcReasonableFacing(bool) CAI_BaseNPC::IsValidReasonableFacing(Vector const&, float) CAI_BaseNPC::GetReasonableFacingDist() CAI_BaseNPC::GetClassScheduleIdSpace() CAI_BaseNPC::GetSquadSlotDebugName(int) CAI_BaseNPC::IsCrouching() CAI_BaseNPC::Crouch() CAI_BaseNPC::Stand() CAI_BaseNPC::DesireCrouch() CAI_BaseNPC::IsCrouchedActivity(Activity) CAI_BaseNPC::GetCrouchEyeOffset() CAI_BaseNPC::GetCrouchGunOffset() CAI_BaseNPC::ReportAIState() CAI_BaseNPC::ReportOverThinkLimit(float) CAI_BaseNPC::ShouldProbeCollideAgainstEntity(CBaseEntity*) CAI_TrackPather::GetTrackPatherTarget(Vector*) CAI_TrackPather::GetTrackPatherTargetEnt() CAI_TrackPather::HasReachedTarget() CAI_TrackPather::InputFlyToPathTrack(inputdata_t&) CAI_TrackPather::FindTrackBlocker(Vector const&, Vector const&) CAI_TrackPather::ShouldUseFixedPatrolLogic() vtable for CAchievementMgr CAutoGameSystemPerFrame::Name() CAchievementMgr::Init() CAchievementMgr::PostInit() CAchievementMgr::Shutdown() CAchievementMgr::LevelInitPreEntity() CBaseGameSystemPerFrame::LevelInitPostEntity() CBaseGameSystemPerFrame::LevelShutdownPreClearSteamAPIContext() CAchievementMgr::LevelShutdownPreEntity() CBaseGameSystemPerFrame::LevelShutdownPostEntity() CBaseGameSystemPerFrame::OnSave() CBaseGameSystemPerFrame::OnRestore() CBaseGameSystemPerFrame::SafeRemoveIfDesired() CBaseGameSystemPerFrame::IsPerFrame() CAchievementMgr::~CAchievementMgr() CAchievementMgr::~CAchievementMgr() CBaseGameSystemPerFrame::FrameUpdatePreEntityThink() CAchievementMgr::FrameUpdatePostEntityThink() CBaseGameSystemPerFrame::PreClientUpdate() CAchievementMgr::InitializeAchievements() CAchievementMgr::Update(float) CAchievementMgr::OnMapEvent(char const*) CAchievementMgr::GetAchievementByIndex(int) CAchievementMgr::GetAchievementCount() CAchievementMgr::GetAchievementByID(int) CAchievementMgr::HasAchieved(char const*) CAchievementMgr::DownloadUserData() CAchievementMgr::SaveGlobalStateIfDirty(bool) CAchievementMgr::EnsureGlobalStateLoaded() CAchievementMgr::AwardAchievement(int) CAchievementMgr::ResetAchievements() CAchievementMgr::WereCheatsEverOn() CAchievementMgr::FireGameEvent(IGameEvent*) vtable for CAchievementSaveRestoreBlockHandler CAchievementSaveRestoreBlockHandler::GetBlockName() CDefSaveRestoreBlockHandler::PreSave(CSaveRestoreData*) CAchievementSaveRestoreBlockHandler::Save(ISave*) CAchievementSaveRestoreBlockHandler::WriteSaveHeaders(ISave*) CDefSaveRestoreBlockHandler::PostSave() CDefSaveRestoreBlockHandler::PreRestore() CAchievementSaveRestoreBlockHandler::ReadRestoreHeaders(IRestore*) CAchievementSaveRestoreBlockHandler::Restore(IRestore*, bool) CDefSaveRestoreBlockHandler::PostRestore() vtable for CAchievementSaveThread CAchievementSaveThread::~CAchievementSaveThread() CAchievementSaveThread::~CAchievementSaveThread() CThread::Start(unsigned int) CThread::Init() CAchievementSaveThread::Run() CThread::OnExit() CThread::GetThreadProc() CThread::IsThreadRunning() vtable for CAchievementZone CAchievementZone::~CAchievementZone() CAchievementZone::~CAchievementZone() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAchievementZone::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAchievementZone::Spawn() CAchievementZone::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseTrigger::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseToggle::KeyValue(char const*, char const*) CBaseToggle::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseTrigger::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseTrigger::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseToggle::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseToggle::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseTrigger::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseTrigger::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseTrigger::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseToggle::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseToggle::KeyValue(char const*, Vector) CAchievementZone::InputEnable(inputdata_t&) CAchievementZone::InputDisable(inputdata_t&) CBaseTrigger::InputDisableAndEndTouch(inputdata_t&) CAchievementZone::InputToggle(inputdata_t&) CBaseTrigger::InputTouchTest(inputdata_t&) CBaseTrigger::InputStartTouch(inputdata_t&) CBaseTrigger::InputEndTouch(inputdata_t&) CBaseTrigger::UsesFilter() CBaseTrigger::PassesTriggerFilters(CBaseEntity*) CBaseTrigger::StartTouchAll() CBaseTrigger::EndTouchAll() CAchievementZone::IsTouching(CBaseEntity const*) const vtable for CAchievement_AchievedCount CAchievement_AchievedCount::~CAchievement_AchievedCount() CAchievement_AchievedCount::~CAchievement_AchievedCount() CBaseAchievement::FireGameEvent(IGameEvent*) CAchievement_AchievedCount::Init() CBaseAchievement::ListenForEvents() CBaseAchievement::Event_EntityKilled(CBaseEntity*, CBaseEntity*, CBaseEntity*, IGameEvent*) CBaseAchievement::GetAchievementID() CBaseAchievement::GetName() CBaseAchievement::GetFlags() CBaseAchievement::GetGoal() CBaseAchievement::GetPointValue() CBaseAchievement::ShouldHideUntilAchieved() CBaseAchievement::ShouldShowProgressNotification() CBaseAchievement::OnPlayerStatsUpdate() CBaseAchievement::ShouldSaveWithGame() CBaseAchievement::PreRestoreSavedGame() CBaseAchievement::PostRestoreSavedGame() CBaseAchievement::GetCount() CBaseAchievement::IsAchieved() CBaseAchievement::IsActive() CBaseAchievement::LocalPlayerCanEarn() CAchievement_AchievedCount::IsMetaAchievement() CBaseAchievement::AlwaysListen() CBaseAchievement::AlwaysEnabled() CBaseAchievement::OnAchieved() CBaseAchievement::OnMapEvent(char const*) CBaseAchievement::PrintAdditionalStatus() CAchievement_AchievedCount::OnSteamUserStatsStored() CBaseAchievement::UpdateAchievement(int) CBaseAchievement::ShouldShowOnHUD() CBaseAchievement::SetShowOnHUD(bool) CBaseAchievement::GetSettings(KeyValues*) CBaseAchievement::ApplySettings(KeyValues*) CBaseAchievement::Think() CBaseAchievement::FireGameEvent_Internal(IGameEvent*) CBaseAchievement::CalcProgressMsgIncrement() CBaseAchievement::GetDataDescMap() vtable for CActivityDataOps CActivityDataOps::Save(SaveRestoreFieldInfo_t const&, ISave*) CActivityDataOps::Restore(SaveRestoreFieldInfo_t const&, IRestore*) CActivityDataOps::IsEmpty(SaveRestoreFieldInfo_t const&) CActivityDataOps::MakeEmpty(SaveRestoreFieldInfo_t const&) CDefSaveRestoreOps::Parse(SaveRestoreFieldInfo_t const&, char const*) vtable for CAimTargetManager CAimTargetManager::OnEntityCreated(CBaseEntity*) IEntityListener::OnEntitySpawned(CBaseEntity*) CAimTargetManager::OnEntityDeleted(CBaseEntity*) vtable for CAmbientGeneric CAmbientGeneric::~CAmbientGeneric() CAmbientGeneric::~CAmbientGeneric() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAmbientGeneric::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CAmbientGeneric::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAmbientGeneric::Spawn() CAmbientGeneric::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAmbientGeneric::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CAmbientGeneric::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CPointEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CAmbientGeneric::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAmmoDef CAmmoDef::~CAmmoDef() CAmmoDef::~CAmmoDef() vtable for CAmmoPack CAmmoPack::~CAmmoPack() CAmmoPack::~CAmmoPack() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseAnimating::GetServerClass() CBaseAnimating::YouForgotToImplementOrDeclareServerClass() CTFPowerup::GetDataDescMap() CBaseAnimating::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAmmoPack::Spawn() CAmmoPack::Precache() CBaseAnimating::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseAnimating::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CItem::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseAnimating::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimating::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CItem::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CItem::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CTFPowerup::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CItem::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimating::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) CBaseAnimating::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseAnimating::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CItem::ItemTouch(CBaseEntity*) CTFPowerup::Materialize() CAmmoPack::MyTouch(CBasePlayer*) CItem::OnPhysGunPickup(CBasePlayer*, PhysGunPickup_t) CItem::OnPhysGunDrop(CBasePlayer*, PhysGunDrop_t) CTFPowerup::ItemCanBeTouchedByPlayer(CBasePlayer*) CItem::ComeToRest() CTFPowerup::ValidTouch(CBasePlayer*) CTFPowerup::GetRespawnDelay() CAmmoPack::GetPowerupSize() CTFPowerup::GetPowerupModel() CAmmoPack::GetDefaultPowerupModel() CTFPowerup::GetLifeTime() CAmmoPack::GetAmmoPackName() CAmmoPack::UpdateModelIndexOverrides() vtable for CAmmoPackMedium CAmmoPackMedium::~CAmmoPackMedium() CAmmoPackMedium::~CAmmoPackMedium() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseAnimating::GetServerClass() CBaseAnimating::YouForgotToImplementOrDeclareServerClass() CTFPowerup::GetDataDescMap() CBaseAnimating::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAmmoPack::Spawn() CAmmoPackMedium::Precache() CBaseAnimating::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseAnimating::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CItem::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseAnimating::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimating::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CItem::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CItem::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CTFPowerup::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CItem::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimating::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) CBaseAnimating::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseAnimating::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CItem::ItemTouch(CBaseEntity*) CTFPowerup::Materialize() CAmmoPack::MyTouch(CBasePlayer*) CItem::OnPhysGunPickup(CBasePlayer*, PhysGunPickup_t) CItem::OnPhysGunDrop(CBasePlayer*, PhysGunDrop_t) CTFPowerup::ItemCanBeTouchedByPlayer(CBasePlayer*) CItem::ComeToRest() CTFPowerup::ValidTouch(CBasePlayer*) CTFPowerup::GetRespawnDelay() CAmmoPackMedium::GetPowerupSize() CTFPowerup::GetPowerupModel() CAmmoPackMedium::GetDefaultPowerupModel() CTFPowerup::GetLifeTime() CAmmoPackMedium::GetAmmoPackName() CAmmoPackMedium::UpdateModelIndexOverrides() vtable for CAmmoPackSmall CAmmoPackSmall::~CAmmoPackSmall() CAmmoPackSmall::~CAmmoPackSmall() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseAnimating::GetServerClass() CBaseAnimating::YouForgotToImplementOrDeclareServerClass() CTFPowerup::GetDataDescMap() CBaseAnimating::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAmmoPack::Spawn() CAmmoPackSmall::Precache() CBaseAnimating::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseAnimating::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CItem::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseAnimating::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimating::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CItem::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CItem::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CTFPowerup::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CItem::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimating::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) CBaseAnimating::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseAnimating::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CItem::ItemTouch(CBaseEntity*) CTFPowerup::Materialize() CAmmoPack::MyTouch(CBasePlayer*) CItem::OnPhysGunPickup(CBasePlayer*, PhysGunPickup_t) CItem::OnPhysGunDrop(CBasePlayer*, PhysGunDrop_t) CTFPowerup::ItemCanBeTouchedByPlayer(CBasePlayer*) CItem::ComeToRest() CTFPowerup::ValidTouch(CBasePlayer*) CTFPowerup::GetRespawnDelay() CAmmoPackSmall::GetPowerupSize() CTFPowerup::GetPowerupModel() CAmmoPackSmall::GetDefaultPowerupModel() CTFPowerup::GetLifeTime() CAmmoPackSmall::GetAmmoPackName() CAmmoPackSmall::UpdateModelIndexOverrides() vtable for CAnchorList CAutoGameSystem::Name() CBaseGameSystem::Init() CBaseGameSystem::PostInit() CBaseGameSystem::Shutdown() CBaseGameSystem::LevelInitPreEntity() CBaseGameSystem::LevelInitPostEntity() CBaseGameSystem::LevelShutdownPreClearSteamAPIContext() CBaseGameSystem::LevelShutdownPreEntity() CAnchorList::LevelShutdownPostEntity() CBaseGameSystem::OnSave() CBaseGameSystem::OnRestore() CBaseGameSystem::SafeRemoveIfDesired() CBaseGameSystem::IsPerFrame() CAnchorList::~CAnchorList() CAnchorList::~CAnchorList() CBaseGameSystem::FrameUpdatePreEntityThink() CBaseGameSystem::FrameUpdatePostEntityThink() CBaseGameSystem::PreClientUpdate() vtable for CAreaPortal CAreaPortal::~CAreaPortal() CAreaPortal::~CAreaPortal() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAreaPortal::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CAreaPortal::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CAreaPortal::Spawn() CAreaPortal::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CAreaPortal::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CFuncAreaPortalBase::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CAreaPortal::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CAreaPortal::UpdateVisibility(Vector const&, float, bool&) vtable for CArenaLogic CArenaLogic::~CArenaLogic() CArenaLogic::~CArenaLogic() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CArenaLogic::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CArenaLogic::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CArenaLogic::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CPointEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CPointEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CArenaLogic::ArenaLogicThink() vtable for CArmor CArmor::~CArmor() CArmor::~CArmor() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseAnimating::GetServerClass() CBaseAnimating::YouForgotToImplementOrDeclareServerClass() CTFPowerup::GetDataDescMap() CBaseAnimating::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CArmor::Spawn() CArmor::Precache() CBaseAnimating::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseAnimating::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CItem::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseAnimating::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimating::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CItem::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CItem::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CTFPowerup::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CItem::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimating::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) CBaseAnimating::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseAnimating::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CItem::ItemTouch(CBaseEntity*) CTFPowerup::Materialize() CArmor::MyTouch(CBasePlayer*) CItem::OnPhysGunPickup(CBasePlayer*, PhysGunPickup_t) CItem::OnPhysGunDrop(CBasePlayer*, PhysGunDrop_t) CTFPowerup::ItemCanBeTouchedByPlayer(CBasePlayer*) CItem::ComeToRest() CTFPowerup::ValidTouch(CBasePlayer*) CTFPowerup::GetRespawnDelay() CTFPowerup::GetPowerupSize() CTFPowerup::GetPowerupModel() CArmor::GetDefaultPowerupModel() CTFPowerup::GetLifeTime() vtable for CAssaultPoint CAssaultPoint::~CAssaultPoint() CAssaultPoint::~CAssaultPoint() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CAssaultPoint::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CPointEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CPointEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CPointEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CAttributeContainer CAttributeContainer::GetDataDescMap() CAttributeContainer::NetworkStateChanged() CAttributeContainer::NetworkStateChanged(void*) CAttributeContainer::~CAttributeContainer() CAttributeContainer::~CAttributeContainer() CAttributeContainer::InitializeAttributes(CBaseEntity*) CAttributeContainer::ApplyAttributeFloat(float, CBaseEntity*, string_t, CUtlVector >*) CAttributeContainer::ApplyAttributeString(string_t, CBaseEntity*, string_t, CUtlVector >*) CAttributeManager::NetworkStateChanged_m_iReapplyProvisionParity() CAttributeManager::NetworkStateChanged_m_iReapplyProvisionParity(void*) CAttributeManager::NetworkStateChanged_m_hOuter() CAttributeManager::NetworkStateChanged_m_hOuter(void*) CAttributeManager::NetworkStateChanged_m_ProviderType() CAttributeManager::NetworkStateChanged_m_ProviderType(void*) CAttributeContainer::OnAttributeValuesChanged() CAttributeManager::ApplyAttributeFloatWrapper(float, CBaseEntity*, string_t, CUtlVector >*) CAttributeManager::ApplyAttributeStringWrapper(string_t, CBaseEntity*, string_t, CUtlVector >*) vtable for CAttributeContainerPlayer CAttributeContainerPlayer::GetDataDescMap() CAttributeContainerPlayer::NetworkStateChanged() CAttributeContainerPlayer::NetworkStateChanged(void*) CAttributeContainerPlayer::~CAttributeContainerPlayer() CAttributeContainerPlayer::~CAttributeContainerPlayer() CAttributeManager::InitializeAttributes(CBaseEntity*) CAttributeContainerPlayer::ApplyAttributeFloat(float, CBaseEntity*, string_t, CUtlVector >*) CAttributeContainerPlayer::ApplyAttributeString(string_t, CBaseEntity*, string_t, CUtlVector >*) CAttributeManager::NetworkStateChanged_m_iReapplyProvisionParity() CAttributeManager::NetworkStateChanged_m_iReapplyProvisionParity(void*) CAttributeManager::NetworkStateChanged_m_hOuter() CAttributeManager::NetworkStateChanged_m_hOuter(void*) CAttributeManager::NetworkStateChanged_m_ProviderType() CAttributeManager::NetworkStateChanged_m_ProviderType(void*) CAttributeContainerPlayer::OnAttributeValuesChanged() CAttributeManager::ApplyAttributeFloatWrapper(float, CBaseEntity*, string_t, CUtlVector >*) CAttributeManager::ApplyAttributeStringWrapper(string_t, CBaseEntity*, string_t, CUtlVector >*) vtable for CAttributeIterator_GetTypedAttributeValue CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned int) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, float) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned long long const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_String const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_DynamicRecipeComponent const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_ItemSlotCriteria const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_WorldItemPlacement const&) vtable for CAttributeIterator_GetTypedAttributeValue CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned int) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, float) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned long long const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_String const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_DynamicRecipeComponent const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_ItemSlotCriteria const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_WorldItemPlacement const&) vtable for CAttributeIterator_GetTypedAttributeValue CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned int) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, float) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned long long const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_String const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_DynamicRecipeComponent const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_ItemSlotCriteria const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_WorldItemPlacement const&) vtable for CAttributeIterator_GetTypedAttributeValue CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned int) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, float) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned long long const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_String const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_DynamicRecipeComponent const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_ItemSlotCriteria const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_WorldItemPlacement const&) vtable for CAttributeIterator_GetTypedAttributeValue CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned int) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, float) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned long long const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_String const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_DynamicRecipeComponent const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_ItemSlotCriteria const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_WorldItemPlacement const&) vtable for CAttributeIterator_GetTypedAttributeValue CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned int) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, float) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned long long const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_String const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_DynamicRecipeComponent const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_ItemSlotCriteria const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_WorldItemPlacement const&) vtable for CAttributeIterator_GetTypedAttributeValue CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned int) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, float) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned long long const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_String const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_DynamicRecipeComponent const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_ItemSlotCriteria const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_WorldItemPlacement const&) vtable for CAttributeIterator_GetTypedAttributeValue CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned int) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, float) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned long long const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_String const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_DynamicRecipeComponent const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_ItemSlotCriteria const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_WorldItemPlacement const&) vtable for CAttributeIterator_GetTypedAttributeValue CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::~CAttributeIterator_GetTypedAttributeValue() CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned int) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, float) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned long long const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_String const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_DynamicRecipeComponent const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_ItemSlotCriteria const&) CAttributeIterator_GetTypedAttributeValue::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_WorldItemPlacement const&) vtable for CAttributeIterator_HasAttribute CAttributeIterator_HasAttribute::~CAttributeIterator_HasAttribute() CAttributeIterator_HasAttribute::~CAttributeIterator_HasAttribute() IEconItemUntypedAttributeIterator::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned int) IEconItemUntypedAttributeIterator::OnIterateAttributeValue(CEconItemAttributeDefinition const*, float) IEconItemUntypedAttributeIterator::OnIterateAttributeValue(CEconItemAttributeDefinition const*, unsigned long long const&) IEconItemUntypedAttributeIterator::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_String const&) IEconItemUntypedAttributeIterator::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_DynamicRecipeComponent const&) IEconItemUntypedAttributeIterator::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_ItemSlotCriteria const&) IEconItemUntypedAttributeIterator::OnIterateAttributeValue(CEconItemAttributeDefinition const*, CAttribute_WorldItemPlacement const&) CAttributeIterator_HasAttribute::OnIterateAttributeValueUntyped(CEconItemAttributeDefinition const*) vtable for CAttributeLineItemLootList CAttributeLineItemLootList::~CAttributeLineItemLootList() CAttributeLineItemLootList::~CAttributeLineItemLootList() CAttributeLineItemLootList::BPublicListContents() const CAttributeLineItemLootList::GetLootListHeaderLocalizationKey() const CAttributeLineItemLootList::GetLootListFooterLocalizationKey() const CAttributeLineItemLootList::GetLootListCollectionReference() const CAttributeLineItemLootList::EnumerateUserFacingPotentialDrops(IEconLootList::IEconLootListIterator*) const vtable for CAttributeList CAttributeList::NetworkStateChanged() CAttributeList::NetworkStateChanged(void*) CAttributeList::GetDataDescMap() vtable for CAttributeManager CAttributeManager::GetDataDescMap() CAttributeManager::NetworkStateChanged() CAttributeManager::NetworkStateChanged(void*) CAttributeManager::~CAttributeManager() CAttributeManager::~CAttributeManager() CAttributeManager::InitializeAttributes(CBaseEntity*) CAttributeManager::ApplyAttributeFloat(float, CBaseEntity*, string_t, CUtlVector >*) CAttributeManager::ApplyAttributeString(string_t, CBaseEntity*, string_t, CUtlVector >*) CAttributeManager::NetworkStateChanged_m_iReapplyProvisionParity() CAttributeManager::NetworkStateChanged_m_iReapplyProvisionParity(void*) CAttributeManager::NetworkStateChanged_m_hOuter() CAttributeManager::NetworkStateChanged_m_hOuter(void*) CAttributeManager::NetworkStateChanged_m_ProviderType() CAttributeManager::NetworkStateChanged_m_ProviderType(void*) CAttributeManager::OnAttributeValuesChanged() CAttributeManager::ApplyAttributeFloatWrapper(float, CBaseEntity*, string_t, CUtlVector >*) CAttributeManager::ApplyAttributeStringWrapper(string_t, CBaseEntity*, string_t, CUtlVector >*) vtable for CAttribute_DynamicRecipeComponent CAttribute_DynamicRecipeComponent::~CAttribute_DynamicRecipeComponent() CAttribute_DynamicRecipeComponent::~CAttribute_DynamicRecipeComponent() google::protobuf::Message::GetTypeName() const CAttribute_DynamicRecipeComponent::New() const CAttribute_DynamicRecipeComponent::Clear() CAttribute_DynamicRecipeComponent::IsInitialized() const google::protobuf::Message::InitializationErrorString() const google::protobuf::Message::CheckTypeAndMergeFrom(google::protobuf::MessageLite const&) CAttribute_DynamicRecipeComponent::MergePartialFromCodedStream(google::protobuf::io::CodedInputStream*) CAttribute_DynamicRecipeComponent::ByteSize() const CAttribute_DynamicRecipeComponent::SerializeWithCachedSizes(google::protobuf::io::CodedOutputStream*) const CAttribute_DynamicRecipeComponent::SerializeWithCachedSizesToArray(unsigned char*) const CAttribute_DynamicRecipeComponent::GetCachedSize() const CAttribute_DynamicRecipeComponent::CopyFrom(google::protobuf::Message const&) CAttribute_DynamicRecipeComponent::MergeFrom(google::protobuf::Message const&) google::protobuf::Message::DiscardUnknownFields() google::protobuf::Message::SpaceUsed() const CAttribute_DynamicRecipeComponent::SetCachedSize(int) const google::protobuf::Message::GetReflection() const CAttribute_DynamicRecipeComponent::GetMetadata() const vtable for CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::~CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT() CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::~CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT() google::protobuf::Message::GetTypeName() const CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::New() const CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::Clear() CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::IsInitialized() const google::protobuf::Message::InitializationErrorString() const google::protobuf::Message::CheckTypeAndMergeFrom(google::protobuf::MessageLite const&) CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::MergePartialFromCodedStream(google::protobuf::io::CodedInputStream*) CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::ByteSize() const CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::SerializeWithCachedSizes(google::protobuf::io::CodedOutputStream*) const CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::SerializeWithCachedSizesToArray(unsigned char*) const CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::GetCachedSize() const CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::CopyFrom(google::protobuf::Message const&) CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::MergeFrom(google::protobuf::Message const&) google::protobuf::Message::DiscardUnknownFields() google::protobuf::Message::SpaceUsed() const CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::SetCachedSize(int) const google::protobuf::Message::GetReflection() const CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT::GetMetadata() const vtable for CAttribute_ItemSlotCriteria CAttribute_ItemSlotCriteria::~CAttribute_ItemSlotCriteria() CAttribute_ItemSlotCriteria::~CAttribute_ItemSlotCriteria() google::protobuf::Message::GetTypeName() const CAttribute_ItemSlotCriteria::New() const CAttribute_ItemSlotCriteria::Clear() CAttribute_ItemSlotCriteria::IsInitialized() const google::protobuf::Message::InitializationErrorString() const google::protobuf::Message::CheckTypeAndMergeFrom(google::protobuf::MessageLite const&) CAttribute_ItemSlotCriteria::MergePartialFromCodedStream(google::protobuf::io::CodedInputStream*) CAttribute_ItemSlotCriteria::ByteSize() const CAttribute_ItemSlotCriteria::SerializeWithCachedSizes(google::protobuf::io::CodedOutputStream*) const CAttribute_ItemSlotCriteria::SerializeWithCachedSizesToArray(unsigned char*) const CAttribute_ItemSlotCriteria::GetCachedSize() const CAttribute_ItemSlotCriteria::CopyFrom(google::protobuf::Message const&) CAttribute_ItemSlotCriteria::MergeFrom(google::protobuf::Message const&) google::protobuf::Message::DiscardUnknownFields() google::protobuf::Message::SpaceUsed() const CAttribute_ItemSlotCriteria::SetCachedSize(int) const google::protobuf::Message::GetReflection() const CAttribute_ItemSlotCriteria::GetMetadata() const vtable for CAttribute_String CAttribute_String::~CAttribute_String() CAttribute_String::~CAttribute_String() google::protobuf::Message::GetTypeName() const CAttribute_String::New() const CAttribute_String::Clear() CAttribute_String::IsInitialized() const google::protobuf::Message::InitializationErrorString() const google::protobuf::Message::CheckTypeAndMergeFrom(google::protobuf::MessageLite const&) CAttribute_String::MergePartialFromCodedStream(google::protobuf::io::CodedInputStream*) CAttribute_String::ByteSize() const CAttribute_String::SerializeWithCachedSizes(google::protobuf::io::CodedOutputStream*) const CAttribute_String::SerializeWithCachedSizesToArray(unsigned char*) const CAttribute_String::GetCachedSize() const CAttribute_String::CopyFrom(google::protobuf::Message const&) CAttribute_String::MergeFrom(google::protobuf::Message const&) google::protobuf::Message::DiscardUnknownFields() google::protobuf::Message::SpaceUsed() const CAttribute_String::SetCachedSize(int) const google::protobuf::Message::GetReflection() const CAttribute_String::GetMetadata() const vtable for CAttribute_WorldItemPlacement CAttribute_WorldItemPlacement::~CAttribute_WorldItemPlacement() CAttribute_WorldItemPlacement::~CAttribute_WorldItemPlacement() google::protobuf::Message::GetTypeName() const CAttribute_WorldItemPlacement::New() const CAttribute_WorldItemPlacement::Clear() CAttribute_WorldItemPlacement::IsInitialized() const google::protobuf::Message::InitializationErrorString() const google::protobuf::Message::CheckTypeAndMergeFrom(google::protobuf::MessageLite const&) CAttribute_WorldItemPlacement::MergePartialFromCodedStream(google::protobuf::io::CodedInputStream*) CAttribute_WorldItemPlacement::ByteSize() const CAttribute_WorldItemPlacement::SerializeWithCachedSizes(google::protobuf::io::CodedOutputStream*) const CAttribute_WorldItemPlacement::SerializeWithCachedSizesToArray(unsigned char*) const CAttribute_WorldItemPlacement::GetCachedSize() const CAttribute_WorldItemPlacement::CopyFrom(google::protobuf::Message const&) CAttribute_WorldItemPlacement::MergeFrom(google::protobuf::Message const&) google::protobuf::Message::DiscardUnknownFields() google::protobuf::Message::SpaceUsed() const CAttribute_WorldItemPlacement::SetCachedSize(int) const google::protobuf::Message::GetReflection() const CAttribute_WorldItemPlacement::GetMetadata() const vtable for CAutoGameSystem CAutoGameSystem::Name() CBaseGameSystem::Init() CBaseGameSystem::PostInit() CBaseGameSystem::Shutdown() CBaseGameSystem::LevelInitPreEntity() CBaseGameSystem::LevelInitPostEntity() CBaseGameSystem::LevelShutdownPreClearSteamAPIContext() CBaseGameSystem::LevelShutdownPreEntity() CBaseGameSystem::LevelShutdownPostEntity() CBaseGameSystem::OnSave() CBaseGameSystem::OnRestore() CBaseGameSystem::SafeRemoveIfDesired() CBaseGameSystem::IsPerFrame() CAutoGameSystem::~CAutoGameSystem() CAutoGameSystem::~CAutoGameSystem() CBaseGameSystem::FrameUpdatePreEntityThink() CBaseGameSystem::FrameUpdatePostEntityThink() CBaseGameSystem::PreClientUpdate() vtable for CAutoGameSystemPerFrame CAutoGameSystemPerFrame::Name() CBaseGameSystemPerFrame::Init() CBaseGameSystemPerFrame::PostInit() CBaseGameSystemPerFrame::Shutdown() CBaseGameSystemPerFrame::LevelInitPreEntity() CBaseGameSystemPerFrame::LevelInitPostEntity() CBaseGameSystemPerFrame::LevelShutdownPreClearSteamAPIContext() CBaseGameSystemPerFrame::LevelShutdownPreEntity() CBaseGameSystemPerFrame::LevelShutdownPostEntity() CBaseGameSystemPerFrame::OnSave() CBaseGameSystemPerFrame::OnRestore() CBaseGameSystemPerFrame::SafeRemoveIfDesired() CBaseGameSystemPerFrame::IsPerFrame() CAutoGameSystemPerFrame::~CAutoGameSystemPerFrame() CAutoGameSystemPerFrame::~CAutoGameSystemPerFrame() CBaseGameSystemPerFrame::FrameUpdatePreEntityThink() CBaseGameSystemPerFrame::FrameUpdatePostEntityThink() CBaseGameSystemPerFrame::PreClientUpdate() vtable for CBallPlayerToucher CBallPlayerToucher::~CBallPlayerToucher() CBallPlayerToucher::~CBallPlayerToucher() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CBaseEntity::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBallPlayerToucher::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBallPlayerToucher::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CBaseAchievement CBaseAchievement::~CBaseAchievement() CBaseAchievement::~CBaseAchievement() CBaseAchievement::FireGameEvent(IGameEvent*) CBaseAchievement::Init() CBaseAchievement::ListenForEvents() CBaseAchievement::Event_EntityKilled(CBaseEntity*, CBaseEntity*, CBaseEntity*, IGameEvent*) CBaseAchievement::GetAchievementID() CBaseAchievement::GetName() CBaseAchievement::GetFlags() CBaseAchievement::GetGoal() CBaseAchievement::GetPointValue() CBaseAchievement::ShouldHideUntilAchieved() CBaseAchievement::ShouldShowProgressNotification() CBaseAchievement::OnPlayerStatsUpdate() CBaseAchievement::ShouldSaveWithGame() CBaseAchievement::PreRestoreSavedGame() CBaseAchievement::PostRestoreSavedGame() CBaseAchievement::GetCount() CBaseAchievement::IsAchieved() CBaseAchievement::IsActive() CBaseAchievement::LocalPlayerCanEarn() CBaseAchievement::IsMetaAchievement() CBaseAchievement::AlwaysListen() CBaseAchievement::AlwaysEnabled() CBaseAchievement::OnAchieved() CBaseAchievement::OnMapEvent(char const*) CBaseAchievement::PrintAdditionalStatus() CBaseAchievement::OnSteamUserStatsStored() CBaseAchievement::UpdateAchievement(int) CBaseAchievement::ShouldShowOnHUD() CBaseAchievement::SetShowOnHUD(bool) CBaseAchievement::GetSettings(KeyValues*) CBaseAchievement::ApplySettings(KeyValues*) CBaseAchievement::Think() CBaseAchievement::FireGameEvent_Internal(IGameEvent*) CBaseAchievement::CalcProgressMsgIncrement() CBaseAchievement::GetDataDescMap() vtable for CBaseAnimating CBaseAnimating::~CBaseAnimating() CBaseAnimating::~CBaseAnimating() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseAnimating::GetServerClass() CBaseAnimating::YouForgotToImplementOrDeclareServerClass() CBaseAnimating::GetDataDescMap() CBaseAnimating::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseAnimating::Spawn() CBaseAnimating::Precache() CBaseAnimating::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseAnimating::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseAnimating::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimating::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimating::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) CBaseAnimating::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseAnimating::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) vtable for CBaseAnimatingOverlay CBaseAnimatingOverlay::~CBaseAnimatingOverlay() CBaseAnimatingOverlay::~CBaseAnimatingOverlay() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseAnimatingOverlay::GetServerClass() CBaseAnimatingOverlay::YouForgotToImplementOrDeclareServerClass() CBaseAnimatingOverlay::GetDataDescMap() CBaseAnimating::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseAnimating::Spawn() CBaseAnimating::Precache() CBaseAnimating::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseAnimating::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseAnimating::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimatingOverlay::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CBaseAnimating::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseAnimating::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) vtable for CBaseAttributableItem CBaseAttributableItem::~CBaseAttributableItem() CBaseAttributableItem::~CBaseAttributableItem() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseAttributableItem::GetServerClass() CBaseAttributableItem::YouForgotToImplementOrDeclareServerClass() CBaseAttributableItem::GetDataDescMap() CEconEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseAnimating::Spawn() CBaseAnimating::Precache() CBaseAnimating::SetModel(char const*) CEconEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseAnimating::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseAnimating::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimating::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CEconEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimating::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) CBaseAnimating::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseAnimating::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CEconEntity::GiveTo(CBaseEntity*) CEconEntity::CalculateVisibleClassFor(CBaseCombatCharacter*) CEconEntity::GetAttributeManager() CEconEntity::GetAttributeContainer() CEconEntity::GetAttributeOwner() CEconEntity::GetAttributeList() CEconEntity::ReapplyProvision() CEconEntity::UpdateBodygroups(CBaseCombatCharacter*, int) CEconEntity::TranslateViewmodelHandActivityInternal(Activity) vtable for CBaseButton CBaseButton::~CBaseButton() CBaseButton::~CBaseButton() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CBaseButton::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseButton::Spawn() CBaseButton::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseButton::KeyValue(char const*, char const*) CBaseToggle::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseButton::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseButton::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseToggle::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseButton::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseToggle::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseToggle::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseButton::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseToggle::KeyValue(char const*, Vector) CBaseButton::Lock() CBaseButton::Unlock() vtable for CBaseCombatCharacter CBaseCombatCharacter::~CBaseCombatCharacter() CBaseCombatCharacter::~CBaseCombatCharacter() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseCombatCharacter::GetServerClass() CBaseCombatCharacter::YouForgotToImplementOrDeclareServerClass() CBaseCombatCharacter::GetDataDescMap() CBaseCombatCharacter::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseCombatCharacter::Spawn() CBaseCombatCharacter::Precache() CBaseFlex::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseAnimating::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseCombatCharacter::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimatingOverlay::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseCombatCharacter::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseCombatCharacter::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseCombatCharacter::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseCombatCharacter::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseCombatCharacter::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseFlex::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseCombatCharacter::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CBaseAnimating::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBaseCombatCharacter::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CBaseCombatCharacter::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*) CBaseCombatCharacter::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CBaseCombatCharacter::HeadDirection2D() CBaseCombatCharacter::HeadDirection3D() CBaseCombatCharacter::EyeDirection2D() CBaseCombatCharacter::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CBaseCombatCharacter::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBaseCombatCharacter::Weapon_CanUse(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBaseCombatCharacter::Weapon_Switch(CBaseCombatWeapon*, int) CBaseCombatCharacter::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CBaseCombatCharacter::OnTakeDamage_Alive(CTakeDamageInfo const&) CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBaseCombatCharacter::IsInAVehicle() const CBaseCombatCharacter::GetVehicle() CBaseCombatCharacter::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::DoMuzzleFlash() CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int) CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBaseCombatCharacter::NetworkStateChanged_m_iAmmo() CBaseCombatCharacter::NetworkStateChanged_m_iAmmo(void*) vtable for CBaseCombatWeapon CBaseCombatWeapon::~CBaseCombatWeapon() CBaseCombatWeapon::~CBaseCombatWeapon() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseCombatWeapon::GetServerClass() CBaseCombatWeapon::YouForgotToImplementOrDeclareServerClass() CBaseCombatWeapon::GetDataDescMap() CBaseCombatWeapon::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseCombatWeapon::UpdateTransmitState() CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseCombatWeapon::Spawn() CBaseCombatWeapon::Precache() CBaseAnimating::SetModel(char const*) CEconEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseCombatWeapon::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseCombatWeapon::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseAnimating::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimating::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick() CBaseCombatWeapon::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseCombatWeapon::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseCombatWeapon::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseCombatWeapon::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CEconEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseCombatWeapon::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseCombatWeapon::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimating::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) CBaseCombatWeapon::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseAnimating::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseCombatWeapon::GiveTo(CBaseEntity*) CEconEntity::CalculateVisibleClassFor(CBaseCombatCharacter*) CEconEntity::GetAttributeManager() CEconEntity::GetAttributeContainer() CEconEntity::GetAttributeOwner() CEconEntity::GetAttributeList() CEconEntity::ReapplyProvision() CEconEntity::UpdateBodygroups(CBaseCombatCharacter*, int) CEconEntity::TranslateViewmodelHandActivityInternal(Activity) CBaseCombatWeapon::IsPredicted() const CBaseCombatWeapon::GetSubType() CBaseCombatWeapon::SetSubType(int) CBaseCombatWeapon::Equip(CBaseCombatCharacter*) CBaseCombatWeapon::Drop(Vector const&) CBaseCombatWeapon::UpdateClientData(CBasePlayer*) CBaseCombatWeapon::IsAllowedToSwitch() CBaseCombatWeapon::CanBeSelected() CBaseCombatWeapon::VisibleInWeaponSelection() CBaseCombatWeapon::HasAmmo() CBaseCombatWeapon::SetPickupTouch() CBaseCombatWeapon::DefaultTouch(CBaseEntity*) CBaseCombatWeapon::ShouldDisplayAltFireHUDHint() CBaseCombatWeapon::DisplayAltFireHudHint() CBaseCombatWeapon::RescindAltFireHudHint() CBaseCombatWeapon::ShouldDisplayReloadHUDHint() CBaseCombatWeapon::DisplayReloadHudHint() CBaseCombatWeapon::RescindReloadHudHint() CBaseCombatWeapon::SetViewModelIndex(int) CBaseCombatWeapon::SendWeaponAnim(int) CBaseCombatWeapon::SendViewModelAnim(int) CBaseCombatWeapon::SetViewModel() CBaseCombatWeapon::HasWeaponIdleTimeElapsed() CBaseCombatWeapon::SetWeaponIdleTime(float) CBaseCombatWeapon::GetWeaponIdleTime() CBaseCombatWeapon::HasAnyAmmo() CBaseCombatWeapon::HasPrimaryAmmo() CBaseCombatWeapon::HasSecondaryAmmo() CBaseCombatWeapon::CanHolster() const CBaseCombatWeapon::DefaultDeploy(char*, char*, int, char*) CBaseCombatWeapon::CanDeploy() CBaseCombatWeapon::Deploy() CBaseCombatWeapon::Holster(CBaseCombatWeapon*) CBaseCombatWeapon::GetLastWeapon() CBaseCombatWeapon::SetWeaponVisible(bool) CBaseCombatWeapon::IsWeaponVisible() CBaseCombatWeapon::ReloadOrSwitchWeapons() CBaseCombatWeapon::OnActiveStateChanged(int) CBaseCombatWeapon::HolsterOnDetach() CBaseCombatWeapon::IsHolstered() CBaseCombatWeapon::Detach() CBaseCombatWeapon::ItemPreFrame() CBaseCombatWeapon::ItemPostFrame() CBaseCombatWeapon::ItemBusyFrame() CBaseCombatWeapon::ItemHolsterFrame() CBaseCombatWeapon::WeaponIdle() CBaseCombatWeapon::HandleFireOnEmpty() CBaseCombatWeapon::CanPerformSecondaryAttack() const CBaseCombatWeapon::ShouldBlockPrimaryFire() CBaseCombatWeapon::IsWeaponZoomed() CBaseCombatWeapon::CheckReload() CBaseCombatWeapon::FinishReload() CBaseCombatWeapon::AbortReload() CBaseCombatWeapon::Reload() CBaseCombatWeapon::AutoFiresFullClip() const CBaseCombatWeapon::UpdateAutoFire() CBaseCombatWeapon::PrimaryAttack() CBaseCombatWeapon::SecondaryAttack() CBaseCombatWeapon::GetPrimaryAttackActivity() CBaseCombatWeapon::GetSecondaryAttackActivity() CBaseCombatWeapon::GetDrawActivity() CBaseCombatWeapon::GetDefaultAnimSpeed() CBaseCombatWeapon::GetBulletType() CBaseCombatWeapon::GetBulletSpread() CBaseCombatWeapon::GetBulletSpread(WeaponProficiency_t) CBaseCombatWeapon::GetSpreadBias(WeaponProficiency_t) CBaseCombatWeapon::GetFireRate() CBaseCombatWeapon::GetMinBurst() CBaseCombatWeapon::GetMaxBurst() CBaseCombatWeapon::GetMinRestTime() CBaseCombatWeapon::GetMaxRestTime() CBaseCombatWeapon::GetRandomBurst() CBaseCombatWeapon::WeaponSound(WeaponSound_t, float) CBaseCombatWeapon::StopWeaponSound(WeaponSound_t) CBaseCombatWeapon::GetProficiencyValues() CBaseCombatWeapon::GetMaxAutoAimDeflection() CBaseCombatWeapon::WeaponAutoAimScale() CBaseCombatWeapon::StartSprinting() CBaseCombatWeapon::StopSprinting() CBaseCombatWeapon::GetDamage(float, int) CBaseCombatWeapon::SetActivity(Activity, float) CBaseCombatWeapon::AddViewKick() CBaseCombatWeapon::GetDeathNoticeName() CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter*) CBaseCombatWeapon::AddViewmodelBob(CBaseViewModel*, Vector&, QAngle&) CBaseCombatWeapon::CalcViewmodelBob() CBaseCombatWeapon::GetControlPanelInfo(int, char const*&) CBaseCombatWeapon::GetControlPanelClassName(int, char const*&) CBaseCombatWeapon::ShouldShowControlPanels() CBaseCombatWeapon::CanBePickedUpByNPCs() CBaseCombatWeapon::GetSkinOverride() const CBaseCombatWeapon::GetViewModel(int) const CBaseCombatWeapon::GetWorldModel() const CBaseCombatWeapon::GetAnimPrefix() const CBaseCombatWeapon::GetMaxClip1() const CBaseCombatWeapon::GetMaxClip2() const CBaseCombatWeapon::GetDefaultClip1() const CBaseCombatWeapon::GetDefaultClip2() const CBaseCombatWeapon::GetWeight() const CBaseCombatWeapon::AllowsAutoSwitchTo() const CBaseCombatWeapon::AllowsAutoSwitchFrom() const CBaseCombatWeapon::ForceWeaponSwitch() const CBaseCombatWeapon::GetWeaponFlags() const CBaseCombatWeapon::GetSlot() const CBaseCombatWeapon::GetPosition() const CBaseCombatWeapon::GetName() const CBaseCombatWeapon::GetPrintName() const CBaseCombatWeapon::GetShootSound(int) const CBaseCombatWeapon::GetRumbleEffect() const CBaseCombatWeapon::UsesClipsForAmmo1() const CBaseCombatWeapon::UsesClipsForAmmo2() const CBaseCombatWeapon::GetEncryptionKey() CBaseCombatWeapon::GetPrimaryAmmoType() const CBaseCombatWeapon::GetSecondaryAmmoType() const CBaseCombatWeapon::Clip1() CBaseCombatWeapon::Clip2() CBaseCombatWeapon::GetSpriteActive() const CBaseCombatWeapon::GetSpriteInactive() const CBaseCombatWeapon::GetSpriteAmmo() const CBaseCombatWeapon::GetSpriteAmmo2() const CBaseCombatWeapon::GetSpriteCrosshair() const CBaseCombatWeapon::GetSpriteAutoaim() const CBaseCombatWeapon::GetSpriteZoomedCrosshair() const CBaseCombatWeapon::GetSpriteZoomedAutoaim() const CBaseCombatWeapon::ActivityOverride(Activity, bool*) CBaseCombatWeapon::ActivityList(int&) CBaseCombatWeapon::ShouldUseLargeViewModelVROverride() CBaseCombatWeapon::FallInit() CBaseCombatWeapon::FallThink() CBaseCombatWeapon::Materialize() CBaseCombatWeapon::CheckRespawn() CBaseCombatWeapon::Delete() CBaseCombatWeapon::Kill() CBaseCombatWeapon::CapabilitiesGet() CBaseCombatWeapon::WeaponLOSCondition(Vector const&, Vector const&, bool) CBaseCombatWeapon::WeaponRangeAttack1Condition(float, float) CBaseCombatWeapon::WeaponRangeAttack2Condition(float, float) CBaseCombatWeapon::WeaponMeleeAttack1Condition(float, float) CBaseCombatWeapon::WeaponMeleeAttack2Condition(float, float) CBaseCombatWeapon::Operator_FrameUpdate(CBaseCombatCharacter*) CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t*, CBaseCombatCharacter*) CBaseCombatWeapon::Operator_ForceNPCFire(CBaseCombatCharacter*, bool) CBaseCombatWeapon::GetDmgAccumulator() CBaseCombatWeapon::CanLower() CBaseCombatWeapon::Ready() CBaseCombatWeapon::Lower() CBaseCombatWeapon::HideThink() CBaseCombatWeapon::CanReload() CBaseCombatWeapon::GetNextSecondaryAttackDelay() CBaseCombatWeapon::UsesCenterFireProjectile() const vtable for CBaseDMStart CBaseDMStart::~CBaseDMStart() CBaseDMStart::~CBaseDMStart() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CBaseDMStart::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CPointEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CPointEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CPointEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseDMStart::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CBaseDoor CBaseDoor::~CBaseDoor() CBaseDoor::~CBaseDoor() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseDoor::GetServerClass() CBaseDoor::YouForgotToImplementOrDeclareServerClass() CBaseDoor::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseDoor::Spawn() CBaseDoor::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseDoor::KeyValue(char const*, char const*) CBaseToggle::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseDoor::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseDoor::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseDoor::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseToggle::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseToggle::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseDoor::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseDoor::StartBlocked(CBaseEntity*) CBaseDoor::Blocked(CBaseEntity*) CBaseDoor::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseToggle::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseDoor::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseDoor::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseToggle::KeyValue(char const*, Vector) CBaseDoor::SetToggleState(int) CBaseDoor::IsRotatingDoor() CBaseDoor::StopMovingSound() vtable for CBaseEntity CBaseEntity::~CBaseEntity() CBaseEntity::~CBaseEntity() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CBaseEntity::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() vtable for CBaseEntityClassList (pure virtual function) vtable for CBaseEntityList CBaseEntityList::OnAddEntity(IHandleEntity*, CBaseHandle) CBaseEntityList::OnRemoveEntity(IHandleEntity*, CBaseHandle) vtable for CBaseEntityScriptInstanceHelper IScriptInstanceHelper::GetProxied(void*, ScriptFunctionBinding_t*) CBaseEntityScriptInstanceHelper::ToString(void*, char*, int) CBaseEntityScriptInstanceHelper::BindOnRead(HSCRIPT__*, void*, char const*) vtable for CBaseFilter CBaseFilter::~CBaseFilter() CBaseFilter::~CBaseFilter() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CBaseFilter::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CLogicalEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CServerOnlyEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseFilter::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseFilter::PassesFilterImpl(CBaseEntity*, CBaseEntity*) CBaseFilter::PassesDamageFilterImpl(CTakeDamageInfo const&) vtable for CBaseFire CBaseFire::~CBaseFire() CBaseFire::~CBaseFire() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CBaseFire::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseEntity::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseFire::Scale(float, float) CBaseFire::Scale(float, float, float) CBaseFire::Enable(int) vtable for CBaseFlex CBaseFlex::~CBaseFlex() CBaseFlex::~CBaseFlex() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseFlex::GetServerClass() CBaseFlex::YouForgotToImplementOrDeclareServerClass() CBaseFlex::GetDataDescMap() CBaseFlex::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseAnimating::Spawn() CBaseAnimating::Precache() CBaseFlex::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseAnimating::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseAnimating::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimatingOverlay::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseFlex::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CBaseAnimating::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseAnimating::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() vtable for CBaseGameStats CBaseGameStats::UseOldFormat() CBaseGameStats::AddDataForSend(KeyValues*, StatSendType_t) CBaseGameStats::ShouldSendDataOnLevelShutdown() CBaseGameStats::ShouldSendDataOnAppShutdown() CBaseGameStats::Event_Init() CBaseGameStats::Event_Shutdown() CBaseGameStats::Event_MapChange(char const*, char const*) CBaseGameStats::Event_LevelInit() CBaseGameStats::Event_LevelShutdown(float) CBaseGameStats::Event_SaveGame() CBaseGameStats::Event_LoadGame() CBaseGameStats::OnInit(CBaseGameStats*, char const*) CBaseGameStats::Clear() CBaseGameStats::StatTrackingEnabledForMod() CBaseGameStats::HaveValidData() CBaseGameStats::ShouldTrackStandardStats() CBaseGameStats::GetStatSaveFileName() CBaseGameStats::GetStatUploadRegistryKeyName() CBaseGameStats::UserPlayedAllTheMaps() CBaseGameStats::Event_PlayerKilled(CBasePlayer*, CTakeDamageInfo const&) CBaseGameStats::Event_PlayerConnected(CBasePlayer*) CBaseGameStats::Event_PlayerDisconnected(CBasePlayer*) CBaseGameStats::Event_PlayerDamage(CBasePlayer*, CTakeDamageInfo const&) CBaseGameStats::Event_PlayerKilledOther(CBasePlayer*, CBaseEntity*, CTakeDamageInfo const&) CBaseGameStats::Event_PlayerSuicide(CBasePlayer*) CBaseGameStats::Event_Credits() CBaseGameStats::Event_Commentary() CBaseGameStats::Event_CrateSmashed() CBaseGameStats::Event_Punted(CBaseEntity*) CBaseGameStats::Event_PlayerTraveled(CBasePlayer*, float, bool, bool) CBaseGameStats::Event_WeaponFired(CBasePlayer*, bool, char const*) CBaseGameStats::Event_WeaponHit(CBasePlayer*, bool, char const*, CTakeDamageInfo const&) CBaseGameStats::Event_FlippedVehicle(CBasePlayer*, CPropVehicleDriveable*) CBaseGameStats::Event_PreSaveGameLoaded(char const*, bool) CBaseGameStats::Event_PlayerEnteredGodMode(CBasePlayer*) CBaseGameStats::Event_PlayerEnteredNoClip(CBasePlayer*) CBaseGameStats::Event_DecrementPlayerEnteredNoClip(CBasePlayer*) CBaseGameStats::Event_IncrementCountedStatistic(Vector const&, char const*, float) CBaseGameStats::Event_WindowShattered(CBasePlayer*) CBaseGameStats::AppendCustomDataToSaveBuffer(CUtlBuffer&) CBaseGameStats::LoadCustomDataFromBuffer(CUtlBuffer&) CBaseGameStats::LoadingEvent_PlayerIDDifferentThanLoadedStats() CBaseGameStats::LoadFromFile() CBaseGameStats::SaveToFileNOW(bool) CBaseGameStats::UploadStatsFileNOW() CBaseGameStats::AutoSave_OnInit() CBaseGameStats::AutoSave_OnShutdown() CBaseGameStats::AutoSave_OnMapChange() CBaseGameStats::AutoSave_OnLevelInit() CBaseGameStats::AutoSave_OnLevelShutdown() CBaseGameStats::AutoUpload_OnInit() CBaseGameStats::AutoUpload_OnShutdown() CBaseGameStats::AutoUpload_OnMapChange() CBaseGameStats::AutoUpload_OnLevelInit() CBaseGameStats::AutoUpload_OnLevelShutdown() vtable for CBaseGameStats_Driver CAutoGameSystemPerFrame::Name() CBaseGameStats_Driver::Init() CBaseGameSystemPerFrame::PostInit() CBaseGameStats_Driver::Shutdown() CBaseGameStats_Driver::LevelInitPreEntity() CBaseGameSystemPerFrame::LevelInitPostEntity() CBaseGameStats_Driver::LevelShutdownPreClearSteamAPIContext() CBaseGameStats_Driver::LevelShutdownPreEntity() CBaseGameSystemPerFrame::LevelShutdownPostEntity() CBaseGameStats_Driver::OnSave() CBaseGameStats_Driver::OnRestore() CBaseGameSystemPerFrame::SafeRemoveIfDesired() CBaseGameSystemPerFrame::IsPerFrame() CBaseGameStats_Driver::~CBaseGameStats_Driver() CBaseGameStats_Driver::~CBaseGameStats_Driver() CBaseGameSystemPerFrame::FrameUpdatePreEntityThink() CBaseGameStats_Driver::FrameUpdatePostEntityThink() CBaseGameSystemPerFrame::PreClientUpdate() CBaseGameStats_Driver::LevelShutdown() vtable for CBaseGameSystem CBaseGameSystem::Name() CBaseGameSystem::Init() CBaseGameSystem::PostInit() CBaseGameSystem::Shutdown() CBaseGameSystem::LevelInitPreEntity() CBaseGameSystem::LevelInitPostEntity() CBaseGameSystem::LevelShutdownPreClearSteamAPIContext() CBaseGameSystem::LevelShutdownPreEntity() CBaseGameSystem::LevelShutdownPostEntity() CBaseGameSystem::OnSave() CBaseGameSystem::OnRestore() CBaseGameSystem::SafeRemoveIfDesired() CBaseGameSystem::IsPerFrame() CBaseGameSystem::~CBaseGameSystem() CBaseGameSystem::~CBaseGameSystem() CBaseGameSystem::FrameUpdatePreEntityThink() CBaseGameSystem::FrameUpdatePostEntityThink() CBaseGameSystem::PreClientUpdate() vtable for CBaseGameSystemPerFrame CBaseGameSystemPerFrame::Name() CBaseGameSystemPerFrame::Init() CBaseGameSystemPerFrame::PostInit() CBaseGameSystemPerFrame::Shutdown() CBaseGameSystemPerFrame::LevelInitPreEntity() CBaseGameSystemPerFrame::LevelInitPostEntity() CBaseGameSystemPerFrame::LevelShutdownPreClearSteamAPIContext() CBaseGameSystemPerFrame::LevelShutdownPreEntity() CBaseGameSystemPerFrame::LevelShutdownPostEntity() CBaseGameSystemPerFrame::OnSave() CBaseGameSystemPerFrame::OnRestore() CBaseGameSystemPerFrame::SafeRemoveIfDesired() CBaseGameSystemPerFrame::IsPerFrame() CBaseGameSystemPerFrame::~CBaseGameSystemPerFrame() CBaseGameSystemPerFrame::~CBaseGameSystemPerFrame() CBaseGameSystemPerFrame::FrameUpdatePreEntityThink() CBaseGameSystemPerFrame::FrameUpdatePostEntityThink() CBaseGameSystemPerFrame::PreClientUpdate() vtable for CBaseGrenade CBaseGrenade::~CBaseGrenade() CBaseGrenade::~CBaseGrenade() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseGrenade::GetServerClass() CBaseGrenade::YouForgotToImplementOrDeclareServerClass() CBaseGrenade::GetDataDescMap() CBaseAnimating::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseProjectile::Spawn() CBaseGrenade::Precache() CBaseAnimating::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseAnimating::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseGrenade::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseAnimating::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimating::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseGrenade::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseGrenade::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseProjectile::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseGrenade::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseGrenade::GetDamage() CBaseGrenade::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseGrenade::NetworkStateChanged_m_fFlags() CBaseGrenade::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseGrenade::NetworkStateChanged_m_vecVelocity() CBaseGrenade::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimating::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) CBaseAnimating::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseAnimating::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseProjectile::GetBaseProjectileType() const CBaseProjectile::GetProjectileType() const CBaseProjectile::GetDestroyableHitCount() const CBaseProjectile::CanCollideWithTeammates() const CBaseProjectile::GetCollideWithTeammatesDelay() const CBaseProjectile::IsDestroyable(bool) CBaseProjectile::Destroy(bool, bool) CBaseProjectile::SetLauncher(CBaseEntity*) CBaseProjectile::ShouldTouchNonWorldSolid(CBaseEntity*, CGameTrace const*) CBaseGrenade::Explode(CGameTrace*, int) CBaseGrenade::Detonate() CBaseGrenade::GetBlastForce() CBaseGrenade::BounceSound() CBaseGrenade::GetShakeAmplitude() CBaseGrenade::GetShakeRadius() CBaseGrenade::GetDamageRadius() CBaseGrenade::SetDamageRadius(float) vtable for CBaseGrenadeConcussion CBaseGrenadeConcussion::~CBaseGrenadeConcussion() CBaseGrenadeConcussion::~CBaseGrenadeConcussion() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseGrenade::GetServerClass() CBaseGrenade::YouForgotToImplementOrDeclareServerClass() CBaseGrenadeConcussion::GetDataDescMap() CBaseAnimating::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseGrenadeConcussion::Spawn() CBaseGrenadeConcussion::Precache() CBaseAnimating::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseAnimating::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseGrenade::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseAnimating::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimating::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseGrenade::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseGrenade::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseProjectile::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseGrenade::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseGrenade::GetDamage() CBaseGrenade::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseGrenade::NetworkStateChanged_m_fFlags() CBaseGrenade::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseGrenade::NetworkStateChanged_m_vecVelocity() CBaseGrenade::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimating::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) CBaseAnimating::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseAnimating::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseProjectile::GetBaseProjectileType() const CBaseProjectile::GetProjectileType() const CBaseProjectile::GetDestroyableHitCount() const CBaseProjectile::CanCollideWithTeammates() const CBaseProjectile::GetCollideWithTeammatesDelay() const CBaseProjectile::IsDestroyable(bool) CBaseProjectile::Destroy(bool, bool) CBaseProjectile::SetLauncher(CBaseEntity*) CBaseProjectile::ShouldTouchNonWorldSolid(CBaseEntity*, CGameTrace const*) CBaseGrenade::Explode(CGameTrace*, int) CBaseGrenade::Detonate() CBaseGrenade::GetBlastForce() CBaseGrenade::BounceSound() CBaseGrenade::GetShakeAmplitude() CBaseGrenade::GetShakeRadius() CBaseGrenade::GetDamageRadius() CBaseGrenade::SetDamageRadius(float) vtable for CBaseGrenadeContact CBaseGrenadeContact::~CBaseGrenadeContact() CBaseGrenadeContact::~CBaseGrenadeContact() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseGrenade::GetServerClass() CBaseGrenade::YouForgotToImplementOrDeclareServerClass() CBaseGrenade::GetDataDescMap() CBaseAnimating::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseGrenadeContact::Spawn() CBaseGrenadeContact::Precache() CBaseAnimating::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseAnimating::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseGrenade::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseAnimating::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimating::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseGrenade::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseGrenade::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseProjectile::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseGrenade::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseGrenade::GetDamage() CBaseGrenade::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseGrenade::NetworkStateChanged_m_fFlags() CBaseGrenade::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseGrenade::NetworkStateChanged_m_vecVelocity() CBaseGrenade::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimating::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) CBaseAnimating::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseAnimating::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseProjectile::GetBaseProjectileType() const CBaseProjectile::GetProjectileType() const CBaseProjectile::GetDestroyableHitCount() const CBaseProjectile::CanCollideWithTeammates() const CBaseProjectile::GetCollideWithTeammatesDelay() const CBaseProjectile::IsDestroyable(bool) CBaseProjectile::Destroy(bool, bool) CBaseProjectile::SetLauncher(CBaseEntity*) CBaseProjectile::ShouldTouchNonWorldSolid(CBaseEntity*, CGameTrace const*) CBaseGrenade::Explode(CGameTrace*, int) CBaseGrenade::Detonate() CBaseGrenade::GetBlastForce() CBaseGrenade::BounceSound() CBaseGrenade::GetShakeAmplitude() CBaseGrenade::GetShakeRadius() CBaseGrenade::GetDamageRadius() CBaseGrenade::SetDamageRadius(float) vtable for CBaseGrenadeTimed CBaseGrenadeTimed::~CBaseGrenadeTimed() CBaseGrenadeTimed::~CBaseGrenadeTimed() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseGrenade::GetServerClass() CBaseGrenade::YouForgotToImplementOrDeclareServerClass() CBaseGrenade::GetDataDescMap() CBaseAnimating::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseAnimating::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseGrenadeTimed::Spawn() CBaseGrenadeTimed::Precache() CBaseAnimating::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseAnimating::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseGrenade::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseAnimating::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseAnimating::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseGrenade::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseGrenade::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseProjectile::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseGrenade::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseGrenade::GetDamage() CBaseGrenade::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseGrenade::NetworkStateChanged_m_fFlags() CBaseGrenade::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseGrenade::NetworkStateChanged_m_vecVelocity() CBaseGrenade::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimating::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimating::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimating::DispatchAnimEvents(CBaseAnimating*) CBaseAnimating::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBaseAnimating::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseAnimating::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseProjectile::GetBaseProjectileType() const CBaseProjectile::GetProjectileType() const CBaseProjectile::GetDestroyableHitCount() const CBaseProjectile::CanCollideWithTeammates() const CBaseProjectile::GetCollideWithTeammatesDelay() const CBaseProjectile::IsDestroyable(bool) CBaseProjectile::Destroy(bool, bool) CBaseProjectile::SetLauncher(CBaseEntity*) CBaseProjectile::ShouldTouchNonWorldSolid(CBaseEntity*, CGameTrace const*) CBaseGrenade::Explode(CGameTrace*, int) CBaseGrenade::Detonate() CBaseGrenade::GetBlastForce() CBaseGrenade::BounceSound() CBaseGrenade::GetShakeAmplitude() CBaseGrenade::GetShakeRadius() CBaseGrenade::GetDamageRadius() CBaseGrenade::SetDamageRadius(float) vtable for CBaseIssue CBaseIssue::~CBaseIssue() CBaseIssue::~CBaseIssue() CBaseIssue::GetTypeStringLocalized() CBaseIssue::GetDetailsString() CBaseIssue::SetIssueDetails(char const*) CBaseIssue::OnVoteFailed(int) CBaseIssue::OnVoteStarted() CBaseIssue::IsEnabled() CBaseIssue::CanTeamCallVote(int) const CBaseIssue::RequestCallVote(int, char const*, vote_create_failed_t&, int&) CBaseIssue::IsTeamRestrictedVote() (pure virtual function) (pure virtual function) (pure virtual function) CBaseIssue::GetVotePassedString() CBaseIssue::CountPotentialVoters() CBaseIssue::GetNumberVoteOptions() CBaseIssue::IsYesNoVote() CBaseIssue::GetVoteOptions(CUtlVector >&) CBaseIssue::BRecordVoteFailureEventForEntity(int) const CBaseIssue::GetQuorumRatio() CBaseIssue::ProcessResults(CUtlVector > const&, int const*, CUtlMap const&, int, int, int) CBaseIssue::OnVoteEnded() CBaseIssue::OnPlayerDisconnected(CBasePlayer*) vtable for CBaseMoveBehavior CBaseMoveBehavior::~CBaseMoveBehavior() CBaseMoveBehavior::~CBaseMoveBehavior() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CBaseMoveBehavior::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseMoveBehavior::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CLogicalEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseMoveBehavior::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CServerOnlyEntity::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseMoveBehavior::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseMoveBehavior::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::GetStepOrigin() const CBaseEntity::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBaseEntity::NetworkStateChanged_m_fFlags() CBaseEntity::NetworkStateChanged_m_fFlags(void*) CBaseEntity::NetworkStateChanged_m_nWaterLevel() CBaseEntity::NetworkStateChanged_m_nWaterLevel(void*) CBaseEntity::NetworkStateChanged_m_hGroundEntity() CBaseEntity::NetworkStateChanged_m_hGroundEntity(void*) CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void*) CBaseEntity::NetworkStateChanged_m_flFriction() CBaseEntity::NetworkStateChanged_m_flFriction(void*) CBaseEntity::NetworkStateChanged_m_vecVelocity() CBaseEntity::NetworkStateChanged_m_vecVelocity(void*) CBaseEntity::NetworkStateChanged_m_vecViewOffset() CBaseEntity::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseMoveBehavior::StartMoving(int) CBaseMoveBehavior::StopMoving() vtable for CBaseMultiplayerPlayer CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer() CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBasePlayer::GetServerClass() CBasePlayer::YouForgotToImplementOrDeclareServerClass() CBasePlayer::GetDataDescMap() CBaseMultiplayerPlayer::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseAnimating::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) CBasePlayer::UpdateTransmitState() CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) CBasePlayer::GetTracerType() CBaseMultiplayerPlayer::Spawn() CBaseMultiplayerPlayer::Precache() CBasePlayer::SetModel(char const*) CBaseAnimating::OnNewModel() CBaseMultiplayerPlayer::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBasePlayer::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBasePlayer::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBasePlayer::DrawDebugGeometryOverlays() CBaseAnimating::DrawDebugTextOverlays() CBasePlayer::Save(ISave&) CBasePlayer::Restore(IRestore&) CBasePlayer::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBasePlayer::OnRestore() CBasePlayer::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBasePlayer::NetworkStateChanged_m_nNextThinkTick() CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void*) CBaseAnimating::GetBaseAnimating() CBaseMultiplayerPlayer::GetResponseSystem() CAI_ExpresserHost::DispatchResponse(char const*) CBasePlayer::Classify() CBaseEntity::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBasePlayer::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBasePlayer::TakeHealth(float, int) CBaseEntity::IsAlive() CBasePlayer::Event_Killed(CTakeDamageInfo const&) CBasePlayer::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseCombatCharacter::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBasePlayer::IsPlayer() const CBasePlayer::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBasePlayer::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBasePlayer::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBasePlayer::PhysicsSimulate() CBasePlayer::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseFlex::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBasePlayer::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseMultiplayerPlayer::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBasePlayer::NetworkStateChanged_m_iHealth() CBasePlayer::NetworkStateChanged_m_iHealth(void*) CBasePlayer::NetworkStateChanged_m_lifeState() CBasePlayer::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBasePlayer::EyePosition() CBasePlayer::EyeAngles() CBasePlayer::LocalEyeAngles() CBaseEntity::EarPosition() CBasePlayer::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBasePlayer::GetSmoothedVelocity() CBaseAnimating::GetVelocity(Vector*, Vector*) CBaseCombatCharacter::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseCombatCharacter::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBasePlayer::VPhysicsDestroyObject() CBasePlayer::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject*) CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBasePlayer::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseAnimating::GetStepOrigin() const CBaseAnimating::GetStepAngles() const CBaseEntity::ShouldDrawWaterImpacts() CBasePlayer::NetworkStateChanged_m_fFlags() CBasePlayer::NetworkStateChanged_m_fFlags(void*) CBasePlayer::NetworkStateChanged_m_nWaterLevel() CBasePlayer::NetworkStateChanged_m_nWaterLevel(void*) CBasePlayer::NetworkStateChanged_m_hGroundEntity() CBasePlayer::NetworkStateChanged_m_hGroundEntity(void*) CBasePlayer::NetworkStateChanged_m_vecBaseVelocity() CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void*) CBasePlayer::NetworkStateChanged_m_flFriction() CBasePlayer::NetworkStateChanged_m_flFriction(void*) CBasePlayer::NetworkStateChanged_m_vecVelocity() CBasePlayer::NetworkStateChanged_m_vecVelocity(void*) CBasePlayer::NetworkStateChanged_m_vecViewOffset() CBasePlayer::NetworkStateChanged_m_vecViewOffset(void*) CBaseEntity::ShouldBlockNav() const CBaseEntity::ShouldForceTransmitsForTeam(int) CBaseEntity::IsTruceValidForEnt() const CBaseEntity::GetDefaultItemChargeMeterValue() const CBaseEntity::BCanCallVote() CBaseAnimating::GetIdealSpeed() const CBaseAnimating::GetIdealAccel() const CBaseAnimatingOverlay::StudioFrameAdvance() CBaseAnimating::SetSequence(int) CBaseAnimating::IsActivityFinished() CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) CBaseAnimating::BecomeRagdollOnClient(Vector const&) CBaseAnimating::IsRagdoll() CBaseAnimating::CanBecomeRagdoll() CBaseAnimatingOverlay::GetSkeleton(CStudioHdr*, Vector*, Quaternion*, int) CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) CBaseAnimating::SetupBones(matrix3x4_t*, int) CBaseAnimating::CalculateIKLocks(float) CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) CBasePlayer::HandleAnimEvent(animevent_t*) CBaseAnimating::PopulatePoseParameters() CBaseAnimating::GetAttachment(int, matrix3x4_t&) CBaseAnimating::InitBoneControllers() CBaseAnimating::GetGroundSpeedVelocity() CBasePlayer::RefreshCollisionBounds() CBaseAnimating::Ignite(float, bool, float, bool) CBaseAnimating::IgniteLifetime(float) CBaseAnimating::IgniteNumHitboxFires(int) CBaseAnimating::IgniteHitboxFireScale(float) CBaseAnimating::Extinguish() CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity*) CBaseAnimating::SetLightingOrigin(CBaseEntity*) CBaseFlex::SetViewtarget(Vector const&) CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) CBaseFlex::ProcessSceneEvents() CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) CBaseFlex::PlayScene(char const*, float, AI_Response*, IRecipientFilter*) CBaseFlex::PlayAutoGeneratedSoundScene(char const*) CBaseFlex::GetSpecialDSP() CBasePlayer::GetPhysicsImpactDamageTable() CBaseCombatCharacter::FInViewCone(CBaseEntity*) CBaseCombatCharacter::FInViewCone(Vector const&) CBaseCombatCharacter::FInAimCone(CBaseEntity*) CBaseCombatCharacter::FInAimCone(Vector const&) CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*) CBaseCombatCharacter::FindMissTarget() CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*) CBasePlayer::BodyAngles() CBaseCombatCharacter::BodyDirection2D() CBaseCombatCharacter::BodyDirection3D() CBaseCombatCharacter::HeadDirection2D() CBaseCombatCharacter::HeadDirection3D() CBaseCombatCharacter::EyeDirection2D() CBaseCombatCharacter::EyeDirection3D() CBaseCombatCharacter::IsHiddenByFog(Vector const&) const CBaseCombatCharacter::IsHiddenByFog(CBaseEntity*) const CBaseCombatCharacter::IsHiddenByFog(float) const CBaseCombatCharacter::GetFogObscuredRatio(Vector const&) const CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity*) const CBaseCombatCharacter::GetFogObscuredRatio(float) const CBaseCombatCharacter::IsLookingTowards(CBaseEntity const*, float) const CBaseCombatCharacter::IsLookingTowards(Vector const&, float) const CBaseCombatCharacter::IsInFieldOfView(CBaseEntity*) const CBaseCombatCharacter::IsInFieldOfView(Vector const&) const CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity*, CBaseCombatCharacter::LineOfSightCheckType) const CBaseCombatCharacter::IsLineOfSightClear(Vector const&, CBaseCombatCharacter::LineOfSightCheckType, CBaseEntity*) const CBaseCombatCharacter::GiveAmmo(int, int, bool) CBaseCombatCharacter::RemoveAmmo(int, int) CBaseCombatCharacter::RemoveAmmo(int, char const*) CBaseCombatCharacter::GetAmmoCount(int) const CBaseCombatCharacter::NPC_TranslateActivity(Activity) CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) CBaseCombatCharacter::Weapon_FrameUpdate() CBaseCombatCharacter::Weapon_HandleAnimEvent(animevent_t*) CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*) CBasePlayer::Weapon_Equip(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int) CBasePlayer::Weapon_ShootPosition() CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) CBaseCombatCharacter::Weapon_GetSlot(int) const CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*) CBaseCombatCharacter::CanBecomeServerRagdoll() CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) CBaseCombatCharacter::GetAliveDuration() const CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*) CBaseCombatCharacter::HasEverBeenInjured(int) const CBaseCombatCharacter::GetTimeSinceLastInjury(int) const CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseCombatCharacter::GetDeathActivity() CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) CBaseCombatCharacter::CorpseFade() CBaseCombatCharacter::HasHumanGibs() CBaseCombatCharacter::HasAlienGibs() CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) CBasePlayer::Event_Dying(CTakeDamageInfo const&) CBaseCombatCharacter::Event_Dying() CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity*) CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity*, Vector const&, float, int) CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) CBaseCombatCharacter::PushawayTouch(CBaseEntity*) CBaseCombatCharacter::IRelationType(CBaseEntity*) CBaseCombatCharacter::IRelationPriority(CBaseEntity*) CBasePlayer::IsInAVehicle() const CBasePlayer::GetVehicle() CBasePlayer::GetVehicleEntity() CBaseCombatCharacter::ExitVehicle() CBaseCombatCharacter::RemoveAllWeapons() CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*) CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) CBasePlayer::DoMuzzleFlash() CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int) CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity*) CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int) CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) CBaseCombatCharacter::GetLastKnownArea() const CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const CBaseCombatCharacter::ClearLastKnownArea() CBaseCombatCharacter::UpdateLastKnownArea() CBaseCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) CBaseCombatCharacter::OnNavAreaRemoved(CNavArea*) CBaseCombatCharacter::OnPursuedBy(INextBot*) CBaseCombatCharacter::GetBossType() const CBasePlayer::NetworkStateChanged_m_iAmmo() CBasePlayer::NetworkStateChanged_m_iAmmo(void*) CBasePlayer::CreateViewModel(int) CBasePlayer::SetupVisibility(CBaseEntity*, unsigned char*, int) CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const CBasePlayer::SharedSpawn() CBasePlayer::ForceRespawn() CBasePlayer::InitialSpawn() CBasePlayer::InitHUD() CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*) CBasePlayer::PlayerDeathThink() CBasePlayer::Jump() CBasePlayer::Duck() CBasePlayer::PreThink() CBasePlayer::PostThink() CBasePlayer::DamageEffect(float, int) CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&) CBasePlayer::ShouldFadeOnDeath() CBasePlayer::IsFakeClient() const CBasePlayer::GetPlayerMins() const CBasePlayer::GetPlayerMaxs() const CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float) CBasePlayer::PackDeadPlayerItems() CBasePlayer::RemoveAllItems(bool) CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*) CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*) CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*) CBasePlayer::OnMyWeaponFired(CBaseCombatWeapon*) CBasePlayer::GetTimeSinceWeaponFired() const CBasePlayer::IsFiringWeapon() const CBasePlayer::UpdateClientData() CBasePlayer::ExitLadder() CBasePlayer::GetLadderSurface(Vector const&) CBasePlayer::SetFlashlightEnabled(bool) CBasePlayer::FlashlightIsOn() CBasePlayer::FlashlightTurnOn() CBasePlayer::FlashlightTurnOff() CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity*, float*) CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&) CBasePlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool) CBasePlayer::GetOverrideStepSound(char const*) CBasePlayer::GetStepSoundVelocities(float*, float*) CBasePlayer::SetStepSoundTime(stepsoundtimes_t, bool) CBasePlayer::DeathSound(CTakeDamageInfo const&) CBasePlayer::GetSceneSoundToken() CBasePlayer::OnEmitFootstepSound(CSoundParameters const&, Vector const&, float) CBasePlayer::SetAnimation(PLAYER_ANIM) CBasePlayer::ImpulseCommands() CBasePlayer::CheatImpulseCommands(int) CBaseMultiplayerPlayer::ClientCommand(CCommand const&) CBasePlayer::GetTeamVoteController() CBasePlayer::StartObserverMode(int) CBasePlayer::StopObserverMode() CBasePlayer::ModeWantsSpectatorGUI(int) CBasePlayer::SetObserverMode(int) CBasePlayer::GetObserverMode() CBasePlayer::SetObserverTarget(CBaseEntity*) CBasePlayer::ObserverUse(bool) CBasePlayer::GetObserverTarget() CBasePlayer::FindNextObserverTarget(bool) CBasePlayer::GetNextObserverSearchStartPoint(bool) CBasePlayer::IsValidObserverTarget(CBaseEntity*) CBasePlayer::CheckObserverSettings() CBasePlayer::JumptoPosition(Vector const&, QAngle const&) CBasePlayer::ForceObserverMode(int) CBasePlayer::ResetObserverMode() CBasePlayer::ValidateCurrentObserverTarget() CBasePlayer::AttemptToExitFreezeCam() CBasePlayer::StartReplayMode(float, float, int) CBasePlayer::StopReplayMode() CBasePlayer::GetDelayTicks() CBasePlayer::GetReplayEntity() CBasePlayer::CreateCorpse() CBasePlayer::EntSelectSpawnPoint() CBasePlayer::GetInVehicle(IServerVehicle*, int) CBasePlayer::LeaveVehicle(Vector const&, QAngle const&) CBasePlayer::OnVehicleStart() CBasePlayer::OnVehicleEnd(Vector&) CBasePlayer::BumpWeapon(CBaseCombatWeapon*) CBasePlayer::SelectLastItem() CBasePlayer::SelectItem(char const*, int) CBasePlayer::ItemPostFrame() CBasePlayer::GiveNamedItem(char const*, int) CBasePlayer::CheckTrainUpdate() CBasePlayer::SetPlayerUnderwater(bool) CBasePlayer::CanBreatheUnderwater() const CBasePlayer::PlayerUse() CBasePlayer::PlayUseDenySound() CBasePlayer::FindUseEntity() CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int) CBasePlayer::PickupObject(CBaseEntity*, bool) CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*) CBasePlayer::GetHeldObjectMass(IPhysicsObject*) CBasePlayer::UpdateGeigerCounter() CBasePlayer::GetAutoaimVector(float) CBasePlayer::GetAutoaimVector(float, float) CBasePlayer::GetAutoaimVector(autoaim_params_t&) CBasePlayer::ShouldAutoaim() CBasePlayer::ForceClientDllUpdate() CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool) CBasePlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*) CBasePlayer::ChangeTeam(int, bool, bool, bool) CBaseMultiplayerPlayer::CanHearAndReadChatFrom(CBasePlayer*) CBaseMultiplayerPlayer::CanSpeak() CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&) CBasePlayer::CheckChatText(char*, int) CBasePlayer::CreateRagdollEntity() CBasePlayer::ShouldAnnounceAchievement() CBasePlayer::EquipWearable(CEconWearable*) CBasePlayer::RemoveWearable(CEconWearable*) CBasePlayer::IsFollowingPhysics() CBasePlayer::InitVCollision(Vector const&, Vector const&) CBasePlayer::UpdatePhysicsShadowToCurrentPosition() CBasePlayer::Hints() CBasePlayer::IsReadyToPlay() CBasePlayer::IsReadyToSpawn() CBasePlayer::ShouldGainInstantSpawn() CBasePlayer::ResetPerRoundStats() CBasePlayer::ResetScores() CBasePlayer::EquipSuit(bool) CBasePlayer::RemoveSuit() CBasePlayer::GetPlayerMaxSpeed() CBasePlayer::CommitSuicide(bool, bool) CBasePlayer::CommitSuicide(Vector const&, bool, bool) CBasePlayer::IsBot() const CBasePlayer::IsBotOfType(int) const CBasePlayer::GetBotType() const CBasePlayer::CanPlayerTalk() CBaseMultiplayerPlayer::GetExpresser() CBasePlayer::Internal_HandleMapEvent(inputdata_t&) CBasePlayer::SpawnArmorValue() const CBasePlayer::NetworkStateChanged_m_ArmorValue() CBasePlayer::NetworkStateChanged_m_ArmorValue(void*) CBasePlayer::HasHaptics() CBasePlayer::SetHaptics(bool) CBasePlayer::PlayerSolidMask(bool) const CBasePlayer::BHaveChatSuspensionInCurrentMatch() CBasePlayer::OnVoiceTransmit() CAI_ExpresserHost::NoteSpeaking(float, float) CAI_ExpresserHost::Speak(char const*, char const*, char*, unsigned int, IRecipientFilter*) CAI_ExpresserHost::PostSpeakDispatchResponse(char const*, AI_Response&) CBaseMultiplayerPlayer::SpeakIfAllowed(char const*, char const*, char*, unsigned int, IRecipientFilter*) CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int, char const*, char*, unsigned int, IRecipientFilter*) CBaseMultiplayerPlayer::CanBeAutobalanced() CBaseMultiplayerPlayer::CanSpeakVoiceCommand() CBaseMultiplayerPlayer::ShouldShowVoiceSubtitleToEnemy() CBaseMultiplayerPlayer::NoteSpokeVoiceCommand(char const*) CBaseMultiplayerPlayer::OnAchievementEarned(int) CBaseMultiplayerPlayer::GetMultiplayerExpresser() CBaseMultiplayerPlayer::CalculateTeamBalanceScore() CBaseMultiplayerPlayer::CreateExpresser() vtable for CBaseNPCMaker CBaseNPCMaker::~CBaseNPCMaker() CBaseNPCMaker::~CBaseNPCMaker() CBaseEntity::SetRefEHandle(CBaseHandle const&) CBaseEntity::GetRefEHandle() const CBaseEntity::GetCollideable() CBaseEntity::GetNetworkable() CBaseEntity::GetBaseEntity() CBaseEntity::GetModelIndex() const CBaseEntity::GetModelName() const CBaseEntity::SetModelIndex(int) CBaseEntity::GetServerClass() CBaseEntity::YouForgotToImplementOrDeclareServerClass() CBaseNPCMaker::GetDataDescMap() CBaseEntity::GetScriptDesc() CBaseEntity::SetModelIndexOverride(int, int) CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) CBaseEntity::ShouldCollide(int, int) const CBaseEntity::SetOwnerEntity(CBaseEntity*) CBaseEntity::SetScriptOwnerEntity(HSCRIPT__*) CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) CBaseEntity::UpdateTransmitState() CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) CBaseEntity::GetTracerType() CBaseNPCMaker::Spawn() CBaseEntity::Precache() CBaseEntity::SetModel(char const*) CBaseEntity::OnNewModel() CBaseEntity::PostConstructor(char const*) CBaseEntity::PostClientActive() CBaseEntity::ParseMapData(CEntityMapData*) CBaseEntity::KeyValue(char const*, char const*) CBaseEntity::KeyValue(char const*, float) CBaseEntity::KeyValue(char const*, Vector const&) CBaseEntity::GetKeyValue(char const*, char*, int) CBaseEntity::Activate() CBaseEntity::SetParent(CBaseEntity*, int) CBaseNPCMaker::ObjectCaps() CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) CBaseEntity::DrawDebugGeometryOverlays() CBaseEntity::DrawDebugTextOverlays() CBaseEntity::Save(ISave&) CBaseEntity::Restore(IRestore&) CBaseEntity::ShouldSavePhysics() CBaseEntity::OnSave(IEntitySaveUtils*) CBaseEntity::OnRestore() CBaseEntity::RequiredEdictIndex() CBaseEntity::MoveDone() CBaseEntity::Think() CBaseEntity::NetworkStateChanged_m_nNextThinkTick() CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void*) CBaseEntity::GetBaseAnimating() CBaseEntity::GetResponseSystem() CBaseEntity::DispatchResponse(char const*) CBaseEntity::Classify() CBaseNPCMaker::DeathNotice(CBaseEntity*) CBaseEntity::ShouldAttractAutoAim(CBaseEntity*) CBaseEntity::GetAutoAimRadius() CBaseEntity::GetAutoAimCenter() CBaseEntity::GetBeamTraceFilter() CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*, CDmgAccumulator*) CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*) CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) CBaseEntity::AdjustDamageDirection(CTakeDamageInfo const&, Vector&, CBaseEntity*) CBaseEntity::TakeHealth(float, int) CBaseEntity::IsAlive() CBaseEntity::Event_Killed(CTakeDamageInfo const&) CBaseEntity::Event_KilledOther(CBaseEntity*, CTakeDamageInfo const&) CBaseEntity::BloodColor() CBaseEntity::IsTriggered(CBaseEntity*) CBaseEntity::IsNPC() const CBaseEntity::MyCombatCharacterPointer() CBaseEntity::MyNextBotPointer() CBaseEntity::GetDelay() CBaseEntity::IsMoving() CBaseEntity::DamageDecal(int, int) CBaseEntity::DecalTrace(CGameTrace*, char const*) CBaseEntity::ImpactTrace(CGameTrace*, int, char const*) CBaseEntity::OnControls(CBaseEntity*) CBaseEntity::HasTarget(string_t) CBaseEntity::IsPlayer() const CBaseEntity::IsNetClient() const CBaseEntity::IsTemplate() CBaseEntity::IsBaseObject() const CBaseEntity::IsBaseTrain() const CBaseEntity::IsCombatItem() const CBaseEntity::IsProjectileCollisionTarget() const CBaseEntity::IsFuncLOD() const CBaseEntity::IsBaseProjectile() const CBaseEntity::IsBaseCombatWeapon() const CBaseEntity::IsWearable() const CBaseEntity::MyCombatWeaponPointer() CBaseEntity::GetServerVehicle() CBaseEntity::IsViewable() CBaseEntity::ChangeTeam(int) CBaseEntity::OnEntityEvent(EntityEvent_t, void*) CBaseEntity::CanStandOn(CBaseEntity*) const CBaseEntity::CanStandOn(edict_t*) const CBaseEntity::GetEnemy() CBaseEntity::GetEnemy() const CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) CBaseEntity::StartTouch(CBaseEntity*) CBaseEntity::Touch(CBaseEntity*) CBaseEntity::EndTouch(CBaseEntity*) CBaseEntity::StartBlocked(CBaseEntity*) CBaseEntity::Blocked(CBaseEntity*) CBaseEntity::EndBlocked() CBaseEntity::PhysicsSimulate() CBaseEntity::UpdateOnRemove() CBaseEntity::StopLoopingSounds() CBaseEntity::SUB_AllowedToFade() CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) CBaseEntity::GetTracerAttachment() CBaseEntity::FireBullets(FireBulletsInfo_t const&) CBaseEntity::DoImpactEffect(CGameTrace&, int) CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo*) CBaseEntity::Respawn() CBaseEntity::IsLockedByMaster() CBaseEntity::GetMaxHealth() const CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) CBaseEntity::NetworkStateChanged_m_iMaxHealth() CBaseEntity::NetworkStateChanged_m_iMaxHealth(void*) CBaseEntity::NetworkStateChanged_m_iHealth() CBaseEntity::NetworkStateChanged_m_iHealth(void*) CBaseEntity::NetworkStateChanged_m_lifeState() CBaseEntity::NetworkStateChanged_m_lifeState(void*) CBaseEntity::NetworkStateChanged_m_takedamage() CBaseEntity::NetworkStateChanged_m_takedamage(void*) CBaseEntity::RunVScripts() CBaseEntity::GetDamageType() const CBaseEntity::GetDamage() CBaseEntity::SetDamage(float) CBaseEntity::EyePosition() CBaseEntity::EyeAngles() CBaseEntity::LocalEyeAngles() CBaseEntity::EarPosition() CBaseEntity::BodyTarget(Vector const&, bool) CBaseEntity::HeadTarget(Vector const&) CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const CBaseEntity::GetViewOffset() const CBaseEntity::SetViewOffset(Vector const&) CBaseEntity::GetSmoothedVelocity() CBaseEntity::GetVelocity(Vector*, Vector*) CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) CBaseEntity::CanBeSeenBy(CAI_BaseNPC*) CBaseEntity::GetAttackDamageScale(CBaseEntity*) CBaseEntity::GetReceivedDamageScale(CBaseEntity*) CBaseEntity::GetGroundVelocityToApply(Vector&) CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) CBaseEntity::Splash() CBaseEntity::WorldSpaceCenter() const CBaseEntity::GetSoundEmissionOrigin() const CBaseEntity::ModifyEmitSoundParams(EmitSound_t&) CBaseEntity::IsDeflectable() CBaseEntity::Deflected(CBaseEntity*, Vector&) CBaseEntity::CreateVPhysics() CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) CBaseEntity::VPhysicsDestroyObject() CBaseEntity::VPhysicsUpdate(IPhysicsObject*) CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) CBaseEntity::VPhysicsIsFlesh() CBaseEntity::HasPhysicsAttacker(float) CBaseEntity::PhysicsSolidMaskForEntity() const CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) CBaseEntity::