CGGameObject_C_TypeBase vtable functions (vtable at 0x00D303F0):
Code:
CGGameObject_C_TypeBase::~CGGameObject_C_TypeBase()
CGGameObject_C_TypeBase::CanBeSolid(void)
CGGameObject_C_TypeBase::ShouldFadeIn(void)
CGGameObject_C_TypeBase::CanHighlight(void)
CGGameObject_C_TypeBase::IsHighlightSuppressed(void)
CGGameObject_C_TypeBase::CanChangeCursor(void)
CGGameObject_C_TypeBase::CanUse(void)
CGGameObject_C_TypeBase::CanUseNow(GAME_ERROR_TYPE *,float *,char const**)
CGGameObject_C_TypeBase::CheckRange(void)
CGGameObject_C_TypeBase::Use(void)
CGGameObject_C_TypeBase::OnUpdateFlags(uint)
CGGameObject_C_TypeBase::OnUpdateAnimProgress(void)
CGGameObject_C_TypeBase::UpdateState(int,int)
CGGameObject_C_TypeBase::Animate(float)
CGGameObject_C_TypeBase::ShouldRender(uint,int &,int &)
CGGameObject_C_TypeBase::GetBaseAlpha(void)
CGGameObject_C_TypeBase::HandleAnimEvent(uint,uint,C3Vector const&,uint)
CGGameObject_C_TypeBase::HandleAnimInterrupted(void)
CGGameObject_C_TypeBase::HandleAnimFinished(void)
CGGameObject_C_TypeBase::ActivateDespawnAnim(void)
CGGameObject_C_TypeBase::ActivateOneShotAnim(GAMEOBJECT_ONESHOT_ANIM)
CGGameObject_C_TypeBase::ActivateCustomAnimKit(int,bool)
CGGameObject_C_TypeBase::DebugStatus(void)
CGGameObject_C_TypeBase::GetSpeed(void)
CGGameObject_C_TypeBase::AddPassenger(CPassenger *,int)
CGGameObject_C_TypeBase::IsPointInside(C3Vector const&)
CGGameObject_C_TypeBase::GetMapObjectTransportID(void)
CGGameObject_C_TypeBase::PostInit(bool)
CGGameObject_C_TypeBase::PostInitWithStats(void)
CGGameObject_C_TypeBase::Reenable(void)
CGGameObject_C_TypeBase::Unk1(void)
CGGameObject_C_TypeBase::Disable(void)
CGGameObject_C_TypeBase::PostReenable(void)
CGGameObject_C_TypeBase::GetShipPath(void)
CGGameObject_C_TypeBase::UpdateMovement(ulong,uint)
CGGameObject_C_TypeBase::UpdateDisplay(TaggedTimeValue<World::SceneTimeMsTag>)
CGGameObject_C_TypeBase::ModelLoaded(void)
CGGameObject_C_TypeBase::StartInteraction(void)
CGGameObject_C_TypeBase::CloseInteraction(void)
CGGameObject_C_TypeBase::AddToolTipInfo(CGTooltip *)
CGGameObject_C_TypeBase::GetSequenceTimeFromRealTime(uint)
CGGameObject_C_TypeBase::GetTransportUpdateTime(void)
CGGameObject_C_TypeBase::GetInteractDistance(void)
additional functions available based on type of gameobject, for example for CGGameObject_C_Type_MapObjTransport you have 3 more (vtable at 0x00D31880):
Code:
CGGameObject_C_Type_WorldObj::UpdateDisplay(ulong)
CGGameObject_C_Type_WorldObj::CreateWorldObj(void)
CGGameObject_C_Type_WorldObj::DestroyWorldObj(void)