29 Fn<
void(CEntityInstance*,
const char*, CEntityInstance*, CEntityInstance*,
void*)>
AcceptInput;
32 Fn<
void(
void*, CEntityInstance*,
const char*, CEntityInstance*, CEntityInstance*,
const void*,
float,
const void*,
47 Fn<
void(
void*, CEntityInstance*, CEntityInstance*, CEntityInstance*,
const Vector*,
const Vector*,
float,
int,
int,
static std::string ReadFile(const std::filesystem::path &path)
std::function< GameDataLocation(GameDataSection sections, std::string_view name)> GameDataLookup
std::expected< void, Error > Status
VirtualFn< bool(EngineClient *, const CNetMessage *)> ProcessRespondCvarValue
Fn< void(CEntityInstance *, const char *)> StopSound
Fn< void(CEntityInstance *, const char *, CEntityInstance *, CEntityInstance *, void *)> AcceptInput
Fn< void(CEntityInstance *, CEntityKeyValues *)> DispatchSpawn
Fn< void(void *, int32_t, bool)> CustomHudSetInputCapture
Offset< int32_t > UserCmdNumber
VirtualFn< void(void *, bool)> RemoveAllItems
Offset< void > UserCmdProto
Fn< void(void *, int32_t, const CUtlString *, const CUtlString *, int32_t)> CustomHudSetHasClassForPlayer
VirtualFn< bool(EngineClient *, const CNetMessage *, NetChannelBufType_t)> SendNetMessage
Offset< int64_t > ClientSteamId
Fn< void(CEntityInstance *, const char *, int, float, float)> EmitSoundParams
VirtualFn< void(EngineNavPhysics *, const Ray_t *, const Vector *, const Vector *, CTraceFilter *, CGameTrace *)> NavTraceShape
VirtualFn< void(CEntityInstance *, int)> ChangeTeam
VirtualFn< bool(INetworkMessageProcessingPreFilter *, const CNetMessage *, INetChannel *)> FilterMessage
Fn< void(void *, float, uint32_t, void *)> TerminateRound
Status Bind(const GameDataLookup &lookup)
std::vector< std::string > Failures
Fn< void(void *, CEntityInstance *, const char *, CEntityInstance *, CEntityInstance *, const void *, float, const void *, const void *)> AddEntityIOEvent
Offset< uint8_t > VisibilityRecipientSlot
VirtualFn< void(CEntityInstance *)> Respawn
Fn< void(void *, CEntityInstance *, CEntityInstance *, CEntityInstance *, const Vector *, const Vector *, float, int, int, void *)> BuildDamageInfo
Fn< void(void *, const CUtlString *, const CUtlString *, int32_t)> CustomHudSetHasClass
VirtualFn< void *(EngineMovementServices *, void *)> RunCommand
Fn< CEntityInstance *(const char *, int)> CreateEntityByName
Offset< void > ClientMessageFilter
Offset< void > ServerAddons
VirtualFn< bool(EngineWeaponServices *, CEntityInstance *, int)> SelectItem
Fn< int64_t(CEntityInstance *, void *, void *)> TakeDamage
Fn< void(CEntityInstance *, const char *)> SetModel
Offset< CGameEntitySystem * > GameEntitySystem
Fn< void(CNetworkGameServerBase *, EngineClient *)> ReplyConnection
Address LegacyGameEventListener
VirtualFn< void(CEntityInstance *, bool, bool)> CommitSuicide
Fn< bool(EngineWeaponServices *, CEntityInstance *, bool)> DropWeapon
Fn< void(void *, const CUtlString *, const CUtlString *, const CUtlString *)> CustomHudSetDialogVariable
VirtualFn< bool(EngineNavPhysics *, const Vector *, const Vector *, CTraceFilter *, CGameTrace *)> NavTraceLine
VirtualFn< void(CEntityInstance *, const Vector *, const QAngle *, const Vector *)> Teleport
VirtualFn< void *(void *, const char *)> GiveNamedItem
Fn< void(void *, int32_t, const CUtlString *, const CUtlString *, const CUtlString *)> CustomHudSetDialogVariableForPlayer