Difference between revisions of "CSDKPlayer Offset List (Empires)"

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Also for use when using [[Vfunc_offsets_%28SourceMM%29|VFunc offsets]].
+
Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].
  
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>
 
These are the <b>Windows</b> offsets. <b>Linux offsets are 1 greater.</b>

Revision as of 01:26, 30 October 2007

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       CSDKPlayer::~CSDKPlayer()
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       CSDKPlayer::GetPredDescMap()
10      CSDKPlayer::GetServerClass()
11      CSDKPlayer::GetClassName()
12      CSDKPlayer::YouForgotToImplementOrDeclareServerClass()
13      CBasePlayer::GetDataDescMap()
14      CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&)
15      CBaseAnimating::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      CSDKPlayer::Spawn()
24      CSDKPlayer::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      CBasePlayer::DrawDebugGeometryOverlays()
37      CBaseAnimating::DrawDebugTextOverlays()
38      CBasePlayer::Save(ISave&)
39      CBasePlayer::Restore(IRestore&)
40      CBasePlayer::ShouldSavePhysics()
41      CBaseEntity::OnSave(IEntitySaveUtils*)
42      CBasePlayer::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      CBasePlayer::Classify()
51      CBaseEntity::DeathNotice(CBaseEntity*)
52      CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&)
53      CSDKPlayer::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*)
54      CSDKPlayer::OnTakeDamage(CTakeDamageInfo const&)
55      CBasePlayer::TakeHealth(float, int)
56      CSDKPlayer::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      CBaseEntity::IsVehicle() const
70      CBaseEntity::IsAircraft() const
71      CBaseEntity::IsBuilding() const
72      CBasePlayer::IsNetClient()
73      CBaseEntity::IsTemplate()
74      CBaseEntity::IsBaseObject() const
75      CBaseEntity::GetServerVehicle()
76      CBaseEntity::IsViewable()
77      CSDKPlayer::ChangeTeam(int)
78      CBaseEntity::OnEntityEvent(EntityEvent_t, void*)
79      CBaseEntity::CanStandOn(CBaseEntity*) const
80      CBaseEntity::CanStandOn(edict_t*) const
81      CBaseEntity::GetEnemy()
82      CBaseEntity::GetEnemy() const
83      CBaseEntity::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float)
84      CBaseEntity::StartTouch(CBaseEntity*)
85      CBasePlayer::Touch(CBaseEntity*)
86      CBaseEntity::EndTouch(CBaseEntity*)
87      CBaseEntity::StartBlocked(CBaseEntity*)
88      CBaseEntity::Blocked(CBaseEntity*)
89      CBaseEntity::EndBlocked()
90      CBasePlayer::PhysicsSimulate()
91      CBasePlayer::UpdateOnRemove()
92      CBaseEntity::StopLoopingSounds()
93      CBaseAnimating::Teleport(Vector const*, QAngle const*, Vector const*)
94      CBaseEntity::NotifySystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t const&)
95      CBasePlayer::MakeTracer(Vector const&, CGameTrace const&, int)
96      CBaseEntity::FireBullets(FireBulletsInfo_t const&)
97      CBasePlayer::DoImpactEffect(CGameTrace&, int)
98      CBaseEntity::Respawn()
99      CBaseEntity::IsLockedByMaster()
100     CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet&)
101     CBasePlayer::NetworkStateChanged_m_lifeState()
102     CBaseEntity::NetworkStateChanged_m_takedamage()
103     CBaseEntity::NetworkStateChanged_m_iMaxHealth()
104     CBaseEntity::NetworkStateChanged_m_iHealth()
105     CBaseEntity::GetDamageType() const
106     CBaseEntity::GetDamage()
107     CBaseEntity::SetDamage(float)
108     CBasePlayer::EyePosition()
109     CBasePlayer::EyeAngles()
110     CBasePlayer::LocalEyeAngles()
111     CBaseEntity::EarPosition()
112     CBasePlayer::BodyTarget(Vector const&, bool)
113     CBaseEntity::HeadTarget(Vector const&)
114     CBaseEntity::GetVectors(Vector*, Vector*, Vector*) const
115     CBaseEntity::GetViewOffset()
116     CBasePlayer::GetSmoothedVelocity()
117     CBaseAnimating::GetVelocity(Vector*, Vector*)
118     CBaseEntity::FVisible(CBaseEntity*, int, CBaseEntity**)
119     CBaseEntity::FVisible(Vector const&, int, CBaseEntity**)
120     CBaseEntity::CanBeSeen()
121     CBaseEntity::GetAttackDamageScale(CBaseEntity*)
122     CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
123     CBaseEntity::CanBePoweredUp()
124     CBaseEntity::AttemptToPowerup(int, float, float, CBaseEntity*, CDamageModifier*)
125     CBaseEntity::GetGroundVelocityToApply(Vector&)
126     CBaseEntity::PhysicsSplash(Vector const&, Vector const&, float, float)
127     CBaseEntity::Splash()
128     CBaseEntity::WorldSpaceCenter() const
129     CBaseEntity::GetSoundEmissionOrigin() const
130     CBaseEntity::CreateVPhysics()
131     CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
132     CBasePlayer::VPhysicsDestroyObject()
133     CBasePlayer::VPhysicsUpdate(IPhysicsObject*)
134     CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&)
135     CBaseCombatCharacter::VPhysicsShadowCollision(int, gamevcollisionevent_t*)
136     CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject*)
137     CBasePlayer::VPhysicsCollision(int, gamevcollisionevent_t*)
138     CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int)
139     CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
140     CBaseEntity::VPhysicsGetObjectList(IPhysicsObject**, int)
141     CBaseEntity::HasPhysicsAttacker(float)
142     CBasePlayer::PhysicsSolidMaskForEntity() const
143     CBaseEntity::ResolveFlyCollisionCustom(CGameTrace&, Vector&)
144     CBaseEntity::PerformCustomPhysics(Vector*, Vector*, QAngle*, QAngle*)
145     CBaseAnimating::GetStepOrigin() const
146     CBaseAnimating::GetStepAngles() const
147     CBaseEntity::ShouldDrawWaterImpacts()
148     CBaseEntity::NetworkStateChanged_m_fFlags()
149     CBasePlayer::NetworkStateChanged_m_hGroundEntity()
150     CBasePlayer::NetworkStateChanged_m_vecBaseVelocity()
151     CBaseEntity::NetworkStateChanged_m_nWaterLevel()
152     CBasePlayer::NetworkStateChanged_m_flFriction()
153     CBaseEntity::NetworkStateChanged_m_vecVelocity()
154     CBasePlayer::NetworkStateChanged_m_vecViewOffset()
155     CBaseAnimating::GetIdealSpeed() const
156     CBaseAnimating::GetIdealAccel() const
157     CBaseAnimatingOverlay::StudioFrameAdvance()
158     CBaseAnimating::IsActivityFinished()
159     CBaseAnimating::ClampRagdollForce(Vector const&, Vector*)
160     CBaseAnimating::BecomeRagdollOnClient(Vector const&)
161     CBaseAnimating::IsRagdoll()
162     CBaseAnimating::CanBecomeRagdoll()
163     CBaseAnimatingOverlay::GetSkeleton(Vector*, Quaternion*, int)
164     CBaseAnimating::GetBoneTransform(int, matrix3x4_t&)
165     CBaseAnimating::SetupBones(matrix3x4_t*, int)
166     CBaseAnimating::CalculateIKLocks(float)
167     CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*)
168     CBaseAnimating::HandleAnimEvent(animevent_t*)
169     CBaseAnimating::GetAttachment(int, matrix3x4_t&)
170     CBaseAnimating::InitBoneControllers()
171     CBaseAnimating::GetGroundSpeedVelocity()
172     CBaseAnimating::DrawServerHitboxes(float, bool)
173     CBaseAnimating::Ignite(float, bool, float, bool)
174     CBaseAnimating::Extinguish()
175     CBaseCombatCharacter::SetLightingOrigin(CBaseEntity*)
176     CBaseFlex::SetViewtarget(Vector const&)
177     CBaseFlex::StartSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*, CChoreoActor*, CBaseEntity*)
178     CBaseFlex::ProcessSceneEvents()
179     CBaseFlex::ProcessSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*)
180     CBaseFlex::ClearSceneEvent(CSceneEventInfo*, bool, bool)
181     CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo*, float, CChoreoScene*, CChoreoEvent*)
182     CBaseCombatCharacter::GetPhysicsImpactDamageTable()
183     CBaseCombatCharacter::FInViewCone(CBaseEntity*)
184     CBaseCombatCharacter::FInViewCone(Vector const&)
185     CBaseCombatCharacter::FInAimCone(CBaseEntity*)
186     CBaseCombatCharacter::FInAimCone(Vector const&)
187     CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)
188     CBaseCombatCharacter::FindMissTarget()
189     CBaseCombatCharacter::HandleInteraction(int, void*, CBaseCombatCharacter*)
190     CBasePlayer::BodyAngles()
191     CBaseCombatCharacter::BodyDirection2D()
192     CBaseCombatCharacter::BodyDirection3D()
193     CBaseCombatCharacter::HeadDirection2D()
194     CBaseCombatCharacter::HeadDirection3D()
195     CBaseCombatCharacter::EyeDirection2D()
196     CBaseCombatCharacter::EyeDirection3D()
197     CBaseCombatCharacter::GiveAmmo(int, int, bool)
198     CBaseCombatCharacter::NPC_TranslateActivity(Activity)
199     CBaseCombatCharacter::Weapon_TranslateActivity(Activity, bool*)
200     CBasePlayer::Weapon_CanUse(CBaseCombatWeapon*)
201     CBasePlayer::Weapon_Equip(CBaseCombatWeapon*)
202     CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon*)
203     CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*)
204     CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int)
205     CBasePlayer::Weapon_ShootPosition()
206     CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*)
207     CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*)
208     CBaseCombatCharacter::Weapon_GetSlot(int) const
209     CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon*)
210     CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*)
211     CBasePlayer::OnTakeDamage_Alive(CTakeDamageInfo const&)
212     CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo const&)
213     CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&)
214     CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*, CBaseEntity*)
215     CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity*)
216     CBaseCombatCharacter::GetDeathActivity()
217     CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&)
218     CBaseCombatCharacter::CorpseFade()
219     CBaseCombatCharacter::HasHumanGibs()
220     CBaseCombatCharacter::HasAlienGibs()
221     CBaseCombatCharacter::ShouldGib(CTakeDamageInfo const&)
222     CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)
223     CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&)
224     CBasePlayer::Event_Dying()
225     CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo const&, Vector const&)
226     CBaseCombatCharacter::CheckTraceHullAttack(float, Vector const&, Vector const&, int, int, float, bool)
227     CBaseCombatCharacter::CheckTraceHullAttack(Vector const&, Vector const&, Vector const&, Vector const&, int, int, float, bool)
228     CBaseCombatCharacter::IRelationType(CBaseEntity*)
229     CBaseCombatCharacter::IRelationPriority(CBaseEntity*)
230     CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon*)
231     CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*)
232     CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*)
233     CBasePlayer::DoMuzzleFlash()
234     CBaseCombatCharacter::AddEntityRelationship(CBaseEntity*, Disposition_t, int)
235     CBaseCombatCharacter::AddClassRelationship(Class_T, Disposition_t, int)
236     CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon*, CBaseCombatWeapon*)
237     CBasePlayer::NetworkStateChanged_m_iAmmo()
238     CSDKPlayer::CreateViewModel(int)
239     CBasePlayer::SetupVisibility(CBaseEntity*, unsigned char*, int)
240     CSDKPlayer::WantsLagCompensationOnEntity(CBasePlayer const*, CUserCmd const*, CBitVec<2048> const*) const
241     CBasePlayer::SharedSpawn()
242     CSDKPlayer::InitialSpawn()
243     CBasePlayer::InitHUD()
244     CBasePlayer::ShowViewPortPanel(char const*, bool, KeyValues*)
245     CBasePlayer::PlayerDeathThink()
246     CBasePlayer::Jump()
247     CBasePlayer::Duck()
248     CSDKPlayer::PreThink()
249     CSDKPlayer::PostThink()
250     CBasePlayer::DamageEffect(float, int)
251     CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&)
252     CBasePlayer::ShouldFadeOnDeath()
253     CBasePlayer::IsFakeClient()
254     CBasePlayer::GetPlayerMins() const
255     CBasePlayer::GetPlayerMaxs() const
256     CBasePlayer::CalcRoll(QAngle const&, Vector const&, float, float)
257     CBasePlayer::PackDeadPlayerItems()
258     CBasePlayer::RemoveAllItems(bool)
259     CBasePlayer::Weapon_SetLast(CBaseCombatWeapon*)
260     CBasePlayer::Weapon_ShouldSetLast(CBaseCombatWeapon*, CBaseCombatWeapon*)
261     CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*)
262     CBasePlayer::UpdateClientData()
263     CBasePlayer::ExitLadder()
264     CSDKPlayer::FlashlightIsOn()
265     CSDKPlayer::FlashlightTurnOn()
266     CSDKPlayer::FlashlightTurnOff()
267     CBasePlayer::UpdateStepSound(surfacedata_t*, Vector const&, Vector const&)
268     CBasePlayer::PlayStepSound(Vector&, surfacedata_t*, float, bool)
269     CBasePlayer::DeathSound()
270     CBasePlayer::SetAnimation(PLAYER_ANIM)
271     CBasePlayer::ImpulseCommands()
272     CSDKPlayer::CheatImpulseCommands(int)
273     CSDKPlayer::ClientCommand(char const*)
274     CBasePlayer::StartObserverMode(int)
275     CBasePlayer::StopObserverMode()
276     CBasePlayer::SetObserverMode(int, bool)
277     CBasePlayer::GetObserverMode()
278     CBasePlayer::SetObserverTarget(CBaseEntity*)
279     CBasePlayer::ObserverUse(bool)
280     CBasePlayer::GetObserverTarget()
281     CBasePlayer::FindNextObserverTarget(bool)
282     CBasePlayer::IsValidObserverTarget(CBaseEntity*)
283     CBasePlayer::CheckObserverSettings()
284     CBasePlayer::JumptoPosition(Vector const&, QAngle const&)
285     CBasePlayer::ForceObserverMode(int, bool)
286     CBasePlayer::ResetObserverMode()
287     CBasePlayer::CreateCorpse()
288     CBasePlayer::EntSelectSpawnPoint()
289     CBasePlayer::GetInVehicle(IServerVehicle*, int)
290     CSDKPlayer::LeaveVehicle(Vector const&, QAngle const&)
291     CBasePlayer::OnVehicleStart()
292     CBasePlayer::OnVehicleEnd(Vector&)
293     CBasePlayer::BumpWeapon(CBaseCombatWeapon*, bool)
294     CBasePlayer::SelectLastItem()
295     CBasePlayer::SelectItem(char const*, int)
296     CBasePlayer::ItemPostFrame()
297     CBasePlayer::GiveNamedItem(char const*, int)
298     CBasePlayer::CheckTrainUpdate()
299     CBasePlayer::SetPlayerUnderwater(bool)
300     CBasePlayer::CanBreatheUnderwater() const
301     CBasePlayer::PlayerUse()
302     CBasePlayer::PlayUseDenySound()
303     CBasePlayer::FindUseEntity()
304     CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int)
305     CBasePlayer::PickupObject(CBaseEntity*, bool)
306     CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity*)
307     CBasePlayer::GetHeldObjectMass(IPhysicsObject*)
308     CBasePlayer::UpdateGeigerCounter()
309     CBasePlayer::GetAutoaimVector(float)
310     CBasePlayer::ShouldAutoaim()
311     CBasePlayer::ForceClientDllUpdate()
312     CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool)
313     CBasePlayer::PlayerRunCommand(CUserCmd*, IMoveHelper*)
314     CBasePlayer::CanSpeak()
315     CBasePlayer::CanHearChatFrom(CBasePlayer*)
316     CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&)
317     CBasePlayer::CheckChatText(char*, int)
318     CBasePlayer::IsFollowingPhysics()
319     CBasePlayer::InitVCollision()
320     CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
321     CBasePlayer::EquipSuit()
322     CSDKPlayer::CommitSuicide()
323     CBasePlayer::IsBot()
324     CBasePlayer::NetworkStateChanged_m_ArmorValue()
325     CSDKPlayer::SDKAnim_GetActiveWeapon()
326     CSDKPlayer::SDKAnim_CanMove()