L W Function 0 0 CBaseEntity::~CBaseEntity() 1 CBaseEntity::~CBaseEntity() 2 1 CBaseEntity::SetRefEHandle(CBaseHandle const&) 3 2 CBaseEntity::GetRefEHandle() const 4 3 CBaseEntity::GetCollideable() 5 4 CBaseEntity::GetNetworkable() 6 5 CBaseEntity::GetBaseEntity() 7 6 CBaseEntity::GetModelIndex() const 8 7 CBaseEntity::GetModelName() const 9 8 CBaseEntity::SetModelIndex(int) 10 9 CBaseEntity::DeleteMeWhenYouDie(CBaseEntity*) 11 10 CBaseEntity::DontDeleteMeWhenYouDie(CBaseEntity*) 12 11 CBaseEntity::GetPredDescMap() 13 12 CBaseEntity::GetServerClass() 14 13 CBaseEntity::GetClassName() 15 14 CBaseEntity::YouForgotToImplementOrDeclareServerClass() 16 15 CBaseEntity::GetDataDescMap() 17 16 CBaseEntity::TestCollision(Ray_t const&, unsigned int, CGameTrace&) 18 17 CBaseEntity::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) 19 18 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) L W Function 20 19 CBaseEntity::ShouldCollide(int, int) const 21 20 CBaseEntity::SetOwnerEntity(CBaseEntity*) 22 21 CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) 23 22 CBaseEntity::UpdateTransmitState() 24 23 CBaseEntity::SetTransmit(CCheckTransmitInfo*, bool) 25 24 CBaseEntity::GetTracerType() 26 25 CBaseEntity::Spawn() 27 26 CBaseEntity::Precache() 28 27 CBaseEntity::SetModel(char const*) 29 28 CBaseEntity::PostConstructor(char const*) 30 29 CBaseEntity::ParseMapData(CEntityMapData*) 31 32 CBaseEntity::KeyValue(char const*, char const*) 32 31 CBaseEntity::KeyValue(char const*, float) 33 30 CBaseEntity::KeyValue(char const*, Vector) 34 33 CBaseEntity::ValidateEntityConnections() 35 34 CBaseEntity::Activate() 36 35 CBaseEntity::ObjectCaps() 37 36 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) 38 37 CBaseEntity::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) 39 38 CBaseEntity::DrawDebugGeometryOverlays() L W Function 40 39 CBaseEntity::DrawDebugTextOverlays() 41 40 CBaseEntity::Save(ISave&) 42 41 CBaseEntity::Restore(IRestore&) 43 42 CBaseEntity::ShouldSavePhysics() 44 43 CBaseEntity::OnSave(IEntitySaveUtils*) 45 44 CBaseEntity::OnRestore() 46 45 CBaseEntity::RequiredEdictIndex() 47 46 CBaseEntity::MoveDone() 48 47 CBaseEntity::Think() 49 48 CBaseEntity::NetworkStateChanged_m_nNextThinkTick() 50 49 CBaseEntity::GetBaseAnimating() 51 50 CBaseEntity::GetResponseSystem() 52 51 CBaseEntity::DispatchResponse(char const*) 53 52 CBaseEntity::Classify() 54 53 CBaseEntity::DeathNotice(CBaseEntity*) 55 54 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 56 55 CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*) 57 56 CBaseEntity::OnTakeDamage(CTakeDamageInfo const&) 58 57 CBaseEntity::TakeHealth(float, int) 59 58 CBaseEntity::Event_Killed(CTakeDamageInfo const&) L W Function 60 59 CBaseEntity::BloodColor() 61 60 CBaseEntity::IsTriggered(CBaseEntity*) 62 61 CBaseEntity::IsNPC() const 63 62 CBaseEntity::MyCombatCharacterPointer() 64 63 CBaseEntity::GetDelay() 65 64 CBaseEntity::IsMoving() 66 65 CBaseEntity::DamageDecal(int, int) 67 66 CBaseEntity::DecalTrace(CGameTrace*, char const*) 68 67 CBaseEntity::ImpactTrace(CGameTrace*, int, char*) 69 68 CBaseEntity::OnControls(CBaseEntity*) 70 69 CBaseEntity::HasTarget(string_t) 71 70 CBaseEntity::IsPlayer() const 72 71 CBaseEntity::IsARagdoll() 73 72 CBaseEntity::IsNetClient() 74 73 CBaseEntity::IsTemplate() 75 74 CBaseEntity::IsBaseObject() const 76 75 CBaseEntity::GetServerVehicle() 77 76 CBaseEntity::IsViewable() 78 77 CBaseEntity::ChangeTeam(int) 79 78 CBaseEntity::OnEntityEvent(EntityEvent_t, void*) L W Function 80 80 CBaseEntity::CanStandOn(CBaseEntity*) const 81 79 CBaseEntity::CanStandOn(edict_t*) const 82 82 CBaseEntity::GetEnemy() 83 81 CBaseEntity::GetEnemy() const 84 83 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) 85 84 CBaseEntity::StartTouch(CBaseEntity*) 86 85 CBaseEntity::Touch(CBaseEntity*) 87 86 CBaseEntity::EndTouch(CBaseEntity*) 88 87 CBaseEntity::StartBlocked(CBaseEntity*) 89 88 CBaseEntity::Blocked(CBaseEntity*) 90 89 CBaseEntity::EndBlocked() 91 90 CBaseEntity::PhysicsSimulate() 92 91 CBaseEntity::UpdateOnRemove() 93 92 CBaseEntity::StopLoopingSounds() 94 93 CBaseEntity::Teleport(Vector const*, QAngle const*, Vector const*) 95 94 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) 96 95 CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) 97 96 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 98 97 CBaseEntity::DoImpactEffect(CGameTrace&, int) 99 98 CBaseEntity::Respawn() L W Function 100 99 CBaseEntity::IsLockedByMaster() 101 100 CBaseEntity::ModifyOrAppendCriteria(AI_CriteriaSet&) 102 101 CBaseEntity::NetworkStateChanged_m_lifeState() 103 102 CBaseEntity::NetworkStateChanged_m_takedamage() 104 103 CBaseEntity::NetworkStateChanged_m_iMaxHealth() 105 104 CBaseEntity::NetworkStateChanged_m_iHealth() 106 105 CBaseEntity::GetDamageType() const 107 106 CBaseEntity::GetDamage() 108 107 CBaseEntity::SetDamage(float) 109 108 CBaseEntity::EyePosition() 110 109 CBaseEntity::EyeAngles() 111 110 CBaseEntity::LocalEyeAngles() 112 111 CBaseEntity::EarPosition() 113 112 CBaseEntity::BodyTarget(Vector const&, bool) 114 113 CBaseEntity::HeadTarget(Vector const&) 115 114 CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const 116 115 CBaseEntity::GetViewOffset() 117 116 CBaseEntity::GetSmoothedVelocity() 118 117 CBaseEntity::GetVelocity(Vector*, Vector*) 119 119 CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) L W Function 120 118 CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) 121 120 CBaseEntity::CanBeSeen() 122 121 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 123 122 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 124 123 CBaseEntity::CanBePoweredUp() 125 124 CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*) 126 125 CBaseEntity::GetGroundVelocityToApply(Vector&) 127 126 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) 128 127 CBaseEntity::Splash() 129 128 CBaseEntity::WorldSpaceCenter() const 130 129 CBaseEntity::GetSoundEmissionOrigin() const 131 130 CBaseEntity::CreateVPhysics() 132 131 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 133 132 CBaseEntity::VPhysicsDestroyObject() 134 133 CBaseEntity::VPhysicsUpdate(IPhysicsObject*) 135 134 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 136 135 CBaseEntity::VPhysicsShadowCollision(int, gamevcollisionevent_t*) 137 136 CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject*) 138 137 CBaseEntity::VPhysicsCollision(int, gamevcollisionevent_t*) 139 138 CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) L W Function 140 139 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 141 140 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) 142 141 CBaseEntity::HasPhysicsAttacker(float) 143 142 CBaseEntity::PhysicsSolidMaskForEntity() const 144 143 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) 145 144 CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) 146 145 CBaseEntity::GetStepOrigin() const 147 146 CBaseEntity::GetStepAngles() const 148 147 CBaseEntity::ShouldDrawWaterImpacts() 149 148 CBaseEntity::NetworkStateChanged_m_fFlags() 150 149 CBaseEntity::NetworkStateChanged_m_hGroundEntity() 151 150 CBaseEntity::NetworkStateChanged_m_vecBaseVelocity() 152 151 CBaseEntity::NetworkStateChanged_m_nWaterLevel() 153 152 CBaseEntity::NetworkStateChanged_m_flFriction() 154 153 CBaseEntity::NetworkStateChanged_m_vecVelocity() 155 154 CBaseEntity::NetworkStateChanged_m_vecViewOffset()