CCSGameRules Offset List (Counter-Strike: Source)

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For use when using virtual offsets.

This is the list of offsets I've been using. These are the Linux offsets. Windows offsets are 1 less.

The List

This comes from the symbol tables, so you'll have to look in the SDK for return types...or guess for the CSS specific functions near the end.

Last Updated 30 July 2010

// Auto reconstructed from vtable block @ 0x00BCD260
// from "server.so", by ida_vtables.idc
0	CMultiplayRules::Init(void)
1	CBaseGameSystemPerFrame::PostInit(void)
2	CBaseGameSystemPerFrame::Shutdown(void)
3	CCSGameRules::LevelInitPreEntity(void)
4	CCSGameRules::LevelInitPostEntity(void)
5	CBaseGameSystemPerFrame::LevelShutdownPreClearSteamAPIContext(void)
6	CBaseGameSystemPerFrame::LevelShutdownPreEntity(void)
7	CBaseGameSystemPerFrame::LevelShutdownPostEntity(void)
8	CBaseGameSystemPerFrame::OnSave(void)
9	CBaseGameSystemPerFrame::OnRestore(void)
10	CBaseGameSystemPerFrame::SafeRemoveIfDesired(void)
11	CBaseGameSystemPerFrame::IsPerFrame(void)
12	CCSGameRules::~CCSGameRules()
13	CCSGameRules::~CCSGameRules()
14	CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void)
15	CGameRules::FrameUpdatePostEntityThink(void)
16	CBaseGameSystemPerFrame::PreClientUpdate(void)
17	CMultiplayRules::Damage_IsTimeBased(int)
18	CMultiplayRules::Damage_ShouldGibCorpse(int)
19	CMultiplayRules::Damage_ShowOnHUD(int)
20	CMultiplayRules::Damage_NoPhysicsForce(int)
21	CMultiplayRules::Damage_ShouldNotBleed(int)
22	CMultiplayRules::Damage_GetTimeBased(void)
23	CMultiplayRules::Damage_GetShouldGibCorpse(void)
24	CMultiplayRules::Damage_GetShowOnHud(void)
25	CMultiplayRules::Damage_GetNoPhysicsForce(void)
26	CMultiplayRules::Damage_GetShouldNotBleed(void)
27	CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
28	CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *,CBaseCombatWeapon *)
29	CCSGameRules::ShouldCollide(int,int)
30	CCSGameRules::DefaultFOV(void)
31	CCSGameRules::GetViewVectors(void)const
32	CGameRules::GetAmmoDamage(CBaseEntity *,CBaseEntity *,int)
33	CGameRules::GetDamageMultiplier(void)
34	CMultiplayRules::IsMultiplayer(void)
35	CCSGameRules::GetEncryptionKey(void)
36	CGameRules::InRoundRestart(void)
37	CGameRules::AllowThirdPersonCamera(void)
38	CCSGameRules::ClientCommandKeyValues(edict_t *,KeyValues *)
39	CCSGameRules::GetTaggedConVarList(KeyValues *)
40	CGameRules::CheckHaptics(CBasePlayer *)
41	CCSGameRules::LevelShutdown(void)
42	CTeamplayRules::Precache(void)
43	CMultiplayRules::RefreshSkillData(bool)
44	CCSGameRules::Think(void)
45	CMultiplayRules::IsAllowedToSpawn(CBaseEntity *)
46	CCSGameRules::EndGameFrame(void)
47	CGameRules::IsSkillLevel(int)
48	CGameRules::GetSkillLevel(void)
49	CGameRules::OnSkillLevelChanged(int)
50	CGameRules::SetSkillLevel(int)
51	CMultiplayRules::FAllowFlashlight(void)
52	CCSGameRules::FShouldSwitchWeapon(CBasePlayer *,CBaseCombatWeapon *)
53	CMultiplayRules::IsDeathmatch(void)
54	CTeamplayRules::IsTeamplay(void)
55	CMultiplayRules::IsCoOp(void)
56	CCSGameRules::GetGameDescription(void)
57	CMultiplayRules::ClientConnected(edict_t *,char  const*,char  const*,char *,int)
58	CTeamplayRules::InitHUD(CBasePlayer *)
59	CCSGameRules::ClientDisconnected(edict_t *)
60	CCSGameRules::FlPlayerFallDamage(CBasePlayer *)
61	CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *)
62	CTeamplayRules::ShouldAutoAim(CBasePlayer *,edict_t *)
63	CGameRules::GetAutoAimScale(CBasePlayer *)
64	CGameRules::GetAutoAimMode(void)
65	CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *)
66	CCSGameRules::RadiusDamage(CTakeDamageInfo  const&,Vector  const&,float,int,CBaseEntity *)
67	CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *)
68	CMultiplayRules::AllowDamage(CBaseEntity *,CTakeDamageInfo  const&)
69	CCSGameRules::PlayerSpawn(CBasePlayer *)
70	CMultiplayRules::PlayerThink(CBasePlayer *)
71	CCSGameRules::FPlayerCanRespawn(CBasePlayer *)
72	CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *)
73	CCSGameRules::GetPlayerSpawnSpot(CBasePlayer *)
74	CCSGameRules::IsSpawnPointValid(CBaseEntity *,CBasePlayer *)
75	CMultiplayRules::AllowAutoTargetCrosshair(void)
76	CCSGameRules::ClientCommand(CBaseEntity *,CCommand  const&)
77	CCSGameRules::ClientSettingsChanged(CBasePlayer *)
78	CTeamplayRules::IPointsForKill(CBasePlayer *,CBasePlayer *)
79	CCSGameRules::PlayerKilled(CBasePlayer *,CTakeDamageInfo  const&)
80	CCSGameRules::DeathNotice(CBasePlayer *,CTakeDamageInfo  const&)
81	CGameRules::GetDamageCustomString(CTakeDamageInfo  const&)
82	CGameRules::AdjustPlayerDamageInflicted(float)
83	CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *)
84	CMultiplayRules::CanHavePlayerItem(CBasePlayer *,CBaseCombatWeapon *)
85	CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *)
86	CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *)
87	CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *)
88	CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *)
89	CMultiplayRules::CanHaveItem(CBasePlayer *,CItem *)
90	CMultiplayRules::PlayerGotItem(CBasePlayer *,CItem *)
91	CMultiplayRules::ItemShouldRespawn(CItem *)
92	CMultiplayRules::FlItemRespawnTime(CItem *)
93	CMultiplayRules::VecItemRespawnSpot(CItem *)
94	CMultiplayRules::VecItemRespawnAngles(CItem *)
95	CGameRules::CanHaveAmmo(CBaseCombatCharacter *,int)
96	CGameRules::CanHaveAmmo(CBaseCombatCharacter *,char  const*)
97	CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *,char *,int)
98	CGameRules::GetAmmoQuantityScale(int)
99	CCSGameRules::InitDefaultAIRelationships(void)
100	CCSGameRules::AIClassText(int)
101	CMultiplayRules::FlHealthChargerRechargeTime(void)
102	CMultiplayRules::FlHEVChargerRechargeTime(void)
103	CMultiplayRules::DeadPlayerWeapons(CBasePlayer *)
104	CMultiplayRules::DeadPlayerAmmo(CBasePlayer *)
105	CTeamplayRules::GetTeamID(CBaseEntity *)
106	CTeamplayRules::PlayerRelationship(CBaseEntity *,CBaseEntity *)
107	CTeamplayRules::PlayerCanHearChat(CBasePlayer *,CBasePlayer *)
108	CGameRules::CheckChatText(CBasePlayer *,char *)
109	CTeamplayRules::GetTeamIndex(char  const*)
110	CTeamplayRules::GetIndexedTeamName(int)
111	CTeamplayRules::IsValidTeam(char  const*)
112	CTeamplayRules::ChangePlayerTeam(CBasePlayer *,char  const*,bool,bool)
113	CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *)
114	CCSGameRules::UpdateClientData(CBasePlayer *)
115	CCSGameRules::PlayTextureSounds(void)
116	CMultiplayRules::PlayFootstepSounds(CBasePlayer *)
117	CCSGameRules::FAllowNPCs(void)
118	CMultiplayRules::EndMultiplayerGame(void)
119	CGameRules::WeaponTraceEntity(CBaseEntity *,Vector  const&,Vector  const&,unsigned int,CGameTrace *)
120	CCSGameRules::CreateStandardEntities(void)
121	CCSGameRules::GetChatPrefix(bool,CBasePlayer *)
122	CCSGameRules::GetChatLocation(bool,CBasePlayer *)
123	CCSGameRules::GetChatFormat(bool,CBasePlayer *)
124	CGameRules::ShouldBurningPropsEmitLight(void)
125	CGameRules::CanEntityBeUsePushed(CBaseEntity *)
126	CCSGameRules::CreateCustomNetworkStringTables(void)
127	CGameRules::MarkAchievement(IRecipientFilter &,char  const*)
128	CMultiplayRules::ResetMapCycleTimeStamp(void)
129	CGameRules::OnNavMeshLoad(void)
130	CGameRules::TacticalMissionManagerFactory(void)
131	CGameRules::ProcessVerboseLogOutput(void)
132	CGameRules::GetGameTypeName(void)
133	CGameRules::GetGameType(void)
134	CGameRules::ShouldDrawHeadLabels(void)
135	CMultiplayRules::GetDeathScorer(CBaseEntity *,CBaseEntity *,CBaseEntity *)
136	CMultiplayRules::VoiceCommand(CBaseMultiplayerPlayer *,int,int)
137	CMultiplayRules::HandleTimeLimitChange(void)
138	CMultiplayRules::InitCustomResponseRulesDicts(void)
139	CMultiplayRules::ShutdownCustomResponseRulesDicts(void)
140	CMultiplayRules::UseSuicidePenalty(void)
141	CMultiplayRules::GetNextLevelName(char *,int,bool)
142	CMultiplayRules::ChangeLevel(void)
143	CCSGameRules::GoToIntermission(void)
144	CTeamplayRules::GetCaptureValueForPlayer(CBasePlayer *)
145	CTeamplayRules::TeamMayCapturePoint(int,int)
146	CTeamplayRules::PlayerMayCapturePoint(CBasePlayer *,int,char *,int)
147	CTeamplayRules::PlayerMayBlockPoint(CBasePlayer *,int,char *,int)
148	CTeamplayRules::PointsMayBeCaptured(void)
149	CTeamplayRules::SetLastCapPointChanged(int)
150	CTeamplayRules::TimerMayExpire(void)
151	CTeamplayRules::SetWinningTeam(int,int,bool,bool,bool)
152	CTeamplayRules::SetStalemate(int,bool,bool)
153	CTeamplayRules::SetSwitchTeams(bool)
154	CTeamplayRules::ShouldSwitchTeams(void)
155	CTeamplayRules::HandleSwitchTeams(void)
156	CTeamplayRules::SetScrambleTeams(bool)
157	CTeamplayRules::ShouldScrambleTeams(void)
158	CTeamplayRules::HandleScrambleTeams(void)
159	CTeamplayRules::PointsMayAlwaysBeBlocked(void)
160	CCSGameRules::SpawningLatePlayer(CCSPlayer *)
161	CCSGameRules::SetAllowWeaponSwitch(bool)
162	CCSGameRules::GetAllowWeaponSwitch(void)