CHL2 Player Offset List (Half-Life 2: Capture the Flag)
Also for use when using virtual offsets.
These are the Windows offsets. Linux offsets are 1 greater.
The List
This comes from the symbol tables, so you'll have to look in the SDK for return types.
Last Updated 09 Sept 2006
0 CHL2_Player::~CHL2_Player() 1 CBaseEntity::SetRefEHandle(CBaseHandle const&) 2 CBaseEntity::GetRefEHandle() const 3 CBaseEntity::GetCollideable() 4 CBaseEntity::GetNetworkable() 5 CBaseEntity::GetBaseEntity() 6 CBaseEntity::GetModelIndex() const 7 CBaseEntity::GetModelName() const 8 CBaseEntity::SetModelIndex(int) 9 CBasePlayer::GetPredDescMap() 10 CHL2_Player::GetServerClass() 11 CHL2_Player::GetClassName() 12 CHL2_Player::YouForgotToImplementOrDeclareServerClass() 13 CHL2_Player::GetDataDescMap() 14 CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) 15 CHL2_Player::TestHitboxes(Ray_t const&, unsigned int, CGameTrace&) 16 CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) 17 CBaseEntity::ShouldCollide(int, int) const 18 CBaseEntity::SetOwnerEntity(CBaseEntity*) 19 CBasePlayer::ShouldTransmit(CCheckTransmitInfo const*) 20 CBasePlayer::UpdateTransmitState() 21 CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo*, bool) 22 CBasePlayer::GetTracerType() 23 CHL2_Player::Spawn() 24 CHL2_Player::Precache() 25 CBaseFlex::SetModel(char const*) 26 CBaseEntity::PostConstructor(char const*) 27 CBaseEntity::ParseMapData(CEntityMapData*) 28 CBaseEntity::KeyValue(char const*, char const*) 29 CBaseEntity::KeyValue(char const*, float) 30 CBaseEntity::KeyValue(char const*, Vector) 31 CBaseEntity::ValidateEntityConnections() 32 CBasePlayer::Activate() 33 CBasePlayer::ObjectCaps() 34 CBaseEntity::AcceptInput(char const*, CBaseEntity*, CBaseEntity*, variant_t, int) 35 CBaseAnimating::GetInputDispatchEffectPosition(char const*, Vector&, QAngle&) 36 CHL2_Player::DrawDebugGeometryOverlays() 37 CBaseAnimating::DrawDebugTextOverlays() 38 CBasePlayer::Save(ISave&) 39 CBasePlayer::Restore(IRestore&) 40 CBasePlayer::ShouldSavePhysics() 41 CBaseEntity::OnSave(IEntitySaveUtils*) 42 CHL2_Player::OnRestore() 43 CBasePlayer::RequiredEdictIndex() 44 CBaseEntity::MoveDone() 45 CBaseEntity::Think() 46 CBaseEntity::NetworkStateChanged_m_nNextThinkTick() 47 CBaseAnimating::GetBaseAnimating() 48 CBaseEntity::GetResponseSystem() 49 CBaseEntity::DispatchResponse(char const*) 50 CHL2_Player::Classify() 51 CBaseEntity::DeathNotice(CBaseEntity*) 52 CHL2_Player::PassesDamageFilter(CTakeDamageInfo const&) 53 CBasePlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*) 54 CHL2_Player::OnTakeDamage(CTakeDamageInfo const&) 55 CBasePlayer::TakeHealth(float, int) 56 CBasePlayer::Event_Killed(CTakeDamageInfo const&) 57 CBaseCombatCharacter::BloodColor() 58 CBaseEntity::IsTriggered(CBaseEntity*) 59 CBaseEntity::IsNPC() const 60 CBaseCombatCharacter::MyCombatCharacterPointer() 61 CBaseEntity::GetDelay() 62 CBaseEntity::IsMoving() 63 CBaseEntity::DamageDecal(int, int) 64 CBaseEntity::DecalTrace(CGameTrace*, char const*) 65 CBaseEntity::ImpactTrace(CGameTrace*, int, char*) 66 CBaseEntity::OnControls(CBaseEntity*) 67 CBaseEntity::HasTarget(string_t) 68 CBasePlayer::IsPlayer() const 69 CBasePlayer::IsNetClient() 70 CBaseEntity::IsTemplate() 71 CBaseEntity::IsBaseObject() const 72 CBaseEntity::GetServerVehicle() 73 CBaseEntity::IsViewable() 74 CBasePlayer::ChangeTeam(int) 75 CBaseEntity::OnEntityEvent(EntityEvent_t, void*) 76 CBaseEntity::CanStandOn(CBaseEntity*) const 77 CBaseEntity::CanStandOn(edict_t*) const 78 CBaseEntity::GetEnemy() 79 CBaseEntity::GetEnemy() const 80 CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) 81 CBaseEntity::StartTouch(CBaseEntity*) 82 CBasePlayer::Touch(CBaseEntity*) 83 CBaseEntity::EndTouch(CBaseEntity*) 84 CBaseEntity::StartBlocked(CBaseEntity*) 85 CBaseEntity::Blocked(CBaseEntity*) 86 CBaseEntity::EndBlocked() 87 CBasePlayer::PhysicsSimulate() 88 CBasePlayer::UpdateOnRemove() 89 CHL2_Player::StopLoopingSounds() 90 CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*) 91 CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&) 92 CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int) 93 CBaseEntity::FireBullets(FireBulletsInfo_t const&) 94 CBasePlayer::DoImpactEffect(CGameTrace&, int) 95 CBaseEntity::Respawn() 96 CBaseEntity::IsLockedByMaster() 97 CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&) 98 CBasePlayer::NetworkStateChanged_m_lifeState() 99 CBaseEntity::NetworkStateChanged_m_takedamage() 100 CBaseEntity::NetworkStateChanged_m_iMaxHealth() 101 CBaseEntity::NetworkStateChanged_m_iHealth() 102 CBaseEntity::GetDamageType() const 103 CBaseEntity::GetDamage() 104 CBaseEntity::SetDamage(float) 105 CBasePlayer::EyePosition() 106 CBasePlayer::EyeAngles() 107 CBasePlayer::LocalEyeAngles() 108 CBaseEntity::EarPosition() 109 CBasePlayer::BodyTarget(Vector const&, bool) 110 CBaseEntity::HeadTarget(Vector const&) 111 CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const 112 CBaseEntity::GetViewOffset() 113 CBasePlayer::GetSmoothedVelocity() 114 CBaseAnimating::GetVelocity(Vector*, Vector*) 115 CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**) 116 CBaseEntity::FVisible(Vector const&, int, CBaseEntity**) 117 CBaseEntity::CanBeSeen() 118 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 119 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 120 CBaseEntity::CanBePoweredUp() 121 CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*) 122 CBaseEntity::GetGroundVelocityToApply(Vector&) 123 CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float) 124 CBaseEntity::Splash() 125 CBaseEntity::WorldSpaceCenter() const 126 CBaseEntity::GetSoundEmissionOrigin() const 127 CBaseEntity::CreateVPhysics() 128 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 129 CBasePlayer::VPhysicsDestroyObject() 130 CBasePlayer::VPhysicsUpdate(IPhysicsObject*) 131 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 132 CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*) 133 CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject*) 134 CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*) 135 CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) 136 CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float) 137 CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int) 138 CBaseEntity::HasPhysicsAttacker(float) 139 CBasePlayer::PhysicsSolidMaskForEntity() const 140 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&) 141 CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*) 142 CBaseAnimating::GetStepOrigin() const 143 CBaseAnimating::GetStepAngles() const 144 CBaseEntity::ShouldDrawWaterImpacts() 145 CBaseEntity::NetworkStateChanged_m_fFlags() 146 CBasePlayer::NetworkStateChanged_m_hGroundEntity() 147 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity() 148 CBaseEntity::NetworkStateChanged_m_nWaterLevel() 149 CBasePlayer::NetworkStateChanged_m_flFriction() 150 CBaseEntity::NetworkStateChanged_m_vecVelocity() 151 CBasePlayer::NetworkStateChanged_m_vecViewOffset() 152 CBaseAnimating::GetIdealSpeed() const 153 CBaseAnimating::GetIdealAccel() const 154 CBaseAnimatingOverlay::StudioFrameAdvance() 155 CBaseAnimating::IsActivityFinished() 156 CBaseAnimating::ClampRagdollForce(Vector const&, Vector*) 157 CBaseAnimating::BecomeRagdollOnClient(Vector const&) 158 CBaseAnimating::IsRagdoll() 159 CBaseAnimating::CanBecomeRagdoll() 160 CBaseAnimatingOverlay::GetSkeleton(Vector*, Quaternion*, int) 161 CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) 162 CBaseAnimating::SetupBones(matrix3x4_t*, int) 163 CBaseAnimating::CalculateIKLocks(float) 164 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) 165 CBaseAnimating::HandleAnimEvent(animevent_t*) 166 CBaseAnimating::GetAttachment(int, matrix3x4_t&) 167 CBaseAnimating::InitBoneControllers() 168 CBaseAnimating::GetGroundSpeedVelocity() 169 CBaseAnimating::DrawServerHitboxes(float, bool) 170 CBaseAnimating::Ignite(float, bool, float, bool) 171 CBaseAnimating::Extinguish() 172 CBaseCombatCharacter::SetLightingOrigin(CBaseEntity*) 173 CBaseFlex::SetViewtarget(Vector const&) 174 CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*) 175 CBaseFlex::ProcessSceneEvents() 176 CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) 177 CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool) 178 CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*) 179 CBaseCombatCharacter::GetPhysicsImpactDamageTable() 180 CBaseCombatCharacter::FInViewCone(CBaseEntity*) 181 CBaseCombatCharacter::FInViewCone(Vector const&) 182 CBaseCombatCharacter::FInAimCone(CBaseEntity*) 183 CBaseCombatCharacter::FInAimCone(Vector const&) 184 CHL2_Player::ShouldShootMissTarget(CBaseCombatCharacter*) 185 CBaseCombatCharacter::FindMissTarget() 186 CHL2_Player::HandleInteraction(int, void*, CBaseCombatCharacter*) 187 CBasePlayer::BodyAngles() 188 CBaseCombatCharacter::BodyDirection2D() 189 CBaseCombatCharacter::BodyDirection3D() 190 CBaseCombatCharacter::HeadDirection2D() 191 CBaseCombatCharacter::HeadDirection3D() 192 CHL2_Player::EyeDirection2D() 193 CHL2_Player::EyeDirection3D() 194 CHL2_Player::GiveAmmo(int, int, bool) 195 CBaseCombatCharacter::NPC_TranslateActivity(Activity) 196 CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*) 197 CHL2_Player::Weapon_CanUse(CBaseCombatWeapon*) 198 CHL2_Player::Weapon_Equip(CBaseCombatWeapon*) 199 CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*) 200 CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) 201 CHL2_Player::Weapon_Switch(CBaseCombatWeapon*, int) 202 CBasePlayer::Weapon_ShootPosition() 203 CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) 204 CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) 205 CBaseCombatCharacter::Weapon_GetSlot(int) const 206 CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*) 207 CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*) 208 CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 209 CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&) 210 CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) 211 CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*) 212 CHL2_Player::NotifyFriendsOfDamage(CBaseEntity*) 213 CBaseCombatCharacter::GetDeathActivity() 214 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) 215 CBaseCombatCharacter::CorpseFade() 216 CBaseCombatCharacter::HasHumanGibs() 217 CBaseCombatCharacter::HasAlienGibs() 218 CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&) 219 CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*) 220 CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) 221 CBasePlayer::Event_Dying() 222 CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&) 223 CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool) 224 CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool) 225 CBaseCombatCharacter::IRelationType(CBaseEntity*) 226 CBaseCombatCharacter::IRelationPriority(CBaseEntity*) 227 CHL2_Player::CalcWeaponProficiency(CBaseCombatWeapon*) 228 CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) 229 CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) 230 CBasePlayer::DoMuzzleFlash() 231 CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int) 232 CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int) 233 CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*) 234 CBasePlayer::NetworkStateChanged_m_iAmmo() 235 CBasePlayer::CreateViewModel(int) 236 CHL2_Player::SetupVisibility(CBaseEntity*, unsigned char*, int) 237 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const 238 CBasePlayer::SharedSpawn() 239 CBasePlayer::InitialSpawn() 240 CBasePlayer::InitHUD() 241 CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*) 242 CBasePlayer::PlayerDeathThink() 243 CBasePlayer::Jump() 244 CBasePlayer::Duck() 245 CHL2_Player::PreThink() 246 CHL2_Player::PostThink() 247 CBasePlayer::DamageEffect(float, int) 248 CHL2_Player::OnDamagedByExplosion(CTakeDamageInfo const&) 249 CBasePlayer::ShouldFadeOnDeath() 250 CBasePlayer::IsFakeClient() 251 CBasePlayer::GetPlayerMins() const 252 CBasePlayer::GetPlayerMaxs() const 253 CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float) 254 CBasePlayer::PackDeadPlayerItems() 255 CBasePlayer::RemoveAllItems(bool) 256 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*) 257 CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*) 258 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*) 259 CHL2_Player::UpdateClientData() 260 CHL2_Player::ExitLadder() 261 CHL2_Player::FlashlightIsOn() 262 CHL2_Player::FlashlightTurnOn() 263 CHL2_Player::FlashlightTurnOff() 264 CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&) 265 CBasePlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool) 266 CBasePlayer::DeathSound() 267 CBasePlayer::SetAnimation(PLAYER_ANIM) 268 CBasePlayer::ImpulseCommands() 269 CHL2_Player::CheatImpulseCommands(int) 270 CHL2_Player::ClientCommand(char const*) 271 CBasePlayer::StartObserverMode(int) 272 CBasePlayer::StopObserverMode() 273 CBasePlayer::SetObserverMode(int) 274 CBasePlayer::GetObserverMode() 275 CBasePlayer::SetObserverTarget(CBaseEntity*) 276 CBasePlayer::ObserverUse(bool) 277 CBasePlayer::GetObserverTarget() 278 CBasePlayer::FindNextObserverTarget(bool) 279 CBasePlayer::IsValidObserverTarget(CBaseEntity*) 280 CBasePlayer::CheckObserverSettings() 281 CBasePlayer::JumptoPosition(Vector const&, QAngle const&) 282 CBasePlayer::ForceObserverMode(int) 283 CBasePlayer::ResetObserverMode() 284 CHL2_Player::CreateCorpse() 285 CBasePlayer::EntSelectSpawnPoint() 286 CHL2_Player::GetInVehicle(IServerVehicle*, int) 287 CBasePlayer::LeaveVehicle(Vector const&, QAngle const&) 288 CBasePlayer::OnVehicleStart() 289 CBasePlayer::OnVehicleEnd(Vector&) 290 CHL2_Player::BumpWeapon(CBaseCombatWeapon*) 291 CBasePlayer::SelectLastItem() 292 CBasePlayer::SelectItem(char const*, int) 293 CHL2_Player::ItemPostFrame() 294 CBasePlayer::GiveNamedItem(char const*, int) 295 CBasePlayer::CheckTrainUpdate() 296 CHL2_Player::SetPlayerUnderwater(bool) 297 CHL2_Player::CanBreatheUnderwater() const 298 CHL2_Player::PlayerUse() 299 CHL2_Player::PlayUseDenySound() 300 CBasePlayer::FindUseEntity() 301 CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int) 302 CHL2_Player::PickupObject(CBaseEntity*, bool) 303 CHL2_Player::ForceDropOfCarriedPhysObjects(CBaseEntity*) 304 CHL2_Player::GetHeldObjectMass(IPhysicsObject*) 305 CBasePlayer::UpdateGeigerCounter() 306 CHL2_Player::GetAutoaimVector(float) 307 CBasePlayer::ShouldAutoaim() 308 CBasePlayer::ForceClientDllUpdate() 309 CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool) 310 CHL2_Player::PlayerRunCommand(CUserCmd*, IMoveHelper*) 311 CBasePlayer::CanSpeak() 312 CBasePlayer::CanHearChatFrom(CBasePlayer*) 313 CHL2_Player::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&) 314 CBasePlayer::CheckChatText(char*, int) 315 CHL2_Player::IsFollowingPhysics() 316 CHL2_Player::InitVCollision() 317 CBasePlayer::UpdatePhysicsShadowToCurrentPosition() 318 CHL2_Player::EquipSuit() 319 CBasePlayer::IsBot() 320 CBasePlayer::NetworkStateChanged_m_ArmorValue() 321 CHL2_Player::CommanderMode() 322 CHL2_Player::GetIdleTime() const 323 CHL2_Player::GetMoveTime() const 324 CHL2_Player::GetLastDamageTime() const 325 CHL2_Player::IsDucking() const 326 CHL2_Player::Weapon_Lower() 327 CHL2_Player::Weapon_Ready() 328 CHL2_Player::IsHoldingEntity(CBaseEntity*) 329 CHL2_Player::UpdateWeaponPosture()