Difference between revisions of "CINSPlayer Offset List (Insurgency)"
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This comes from the symbol tables, so you'll have to look in the SDK for return types. | This comes from the symbol tables, so you'll have to look in the SDK for return types. | ||
− | <b>Last Updated | + | <b>Last Updated 07 January 2009</b> |
<pre> | <pre> | ||
− | // Auto reconstructed from vtable block @ | + | // Auto reconstructed from vtable block @ 0x006E6140 |
// from "server_i486.so", by ida_vtables.idc | // from "server_i486.so", by ida_vtables.idc | ||
0 CINSPlayer::~CINSPlayer() | 0 CINSPlayer::~CINSPlayer() |
Latest revision as of 15:47, 7 January 2009
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 07 January 2009
// Auto reconstructed from vtable block @ 0x006E6140 // from "server_i486.so", by ida_vtables.idc 0 CINSPlayer::~CINSPlayer() 1 CBaseEntity::SetRefEHandle(CBaseHandle const&) 2 CBaseEntity::GetRefEHandle(void)const 3 CBaseEntity::GetCollideable(void) 4 CBaseEntity::GetNetworkable(void) 5 CBaseEntity::GetBaseEntity(void) 6 CBaseEntity::GetModelIndex(void)const 7 CBaseEntity::GetModelName(void)const 8 CBaseEntity::SetModelIndex(int) 9 CINSPlayer::_GetClassName(void) 10 CINSPlayer::GetServerClass(void) 11 CINSPlayer::GetClassName(void) 12 CINSPlayer::YouForgotToImplementOrDeclareServerClass(void) 13 CINSPlayer::GetDataDescMap(void) 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(void) 21 CBasePlayer::SetTransmit(CCheckTransmitInfo *,bool) 22 CINSPlayer::Spawn(void) 23 CINSPlayer::Precache(void) 24 CBaseFlex::SetModel(char const*) 25 CBaseEntity::PostConstructor(char const*) 26 CBaseEntity::PostClientActive(void) 27 CBaseEntity::ParseMapData(CEntityMapData *) 28 CBaseEntity::KeyValue(char const*,char const*) 29 CBaseEntity::KeyValue(char const*,float) 30 CBaseEntity::KeyValue(char const*,Vector) 31 CBasePlayer::Activate(void) 32 CBaseEntity::SetParent(CBaseEntity*,int) 33 CBasePlayer::ObjectCaps(void) 34 CBaseEntity::AcceptInput(char const*,CBaseEntity*,CBaseEntity*,variant_t,int) 35 CBaseAnimating::GetInputDispatchEffectPosition(char const*,Vector &,QAngle &) 36 CBasePlayer::DrawDebugGeometryOverlays(void) 37 CBaseAnimating::DrawDebugTextOverlays(void) 38 CBasePlayer::Save(ISave &) 39 CBasePlayer::Restore(IRestore &) 40 CBasePlayer::ShouldSavePhysics(void) 41 CBaseEntity::OnSave(IEntitySaveUtils *) 42 CBasePlayer::OnRestore(void) 43 CBasePlayer::RequiredEdictIndex(void) 44 CBaseEntity::MoveDone(void) 45 CBaseEntity::Think(void) 46 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void) 47 CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *) 48 CBaseAnimating::GetBaseAnimating(void) 49 CBasePlayer::Classify(void) 50 CBaseEntity::DeathNotice(CBaseEntity*) 51 CBaseEntity::PassesDamageFilter(CTakeDamageInfo const&) 52 CINSPlayer::TraceAttack(CTakeDamageInfo const&,Vector const&,CGameTrace *) 53 CINSPlayer::OnTakeDamage(CTakeDamageInfo const&) 54 CBaseEntity::TakeHealth(float,int) 55 CINSPlayer::Event_Killed(CTakeDamageInfo const&) 56 CBasePlayer::BloodColor(void) 57 CBaseEntity::IsTriggered(CBaseEntity*) 58 CBaseEntity::GetDelay(void) 59 CBaseEntity::IsMoving(void) 60 CBaseEntity::DamageDecal(int,int) 61 CBaseEntity::DecalTrace(CGameTrace *,char const*) 62 CBaseEntity::ImpactTrace(CGameTrace *,int,char *) 63 CBaseEntity::OnControls(CBaseEntity*) 64 CBaseEntity::HasTarget(string_t) 65 CBasePlayer::IsPlayer(void)const 66 CBaseEntity::IsRagDoll(void)const 67 CBasePlayer::IsNetClient(void)const 68 CBaseEntity::IsTemplate(void) 69 CBaseEntity::IsBaseObject(void)const 70 CBaseEntity::GetServerVehicle(void) 71 CBaseEntity::IsViewable(void) 72 CBaseEntity::GetScorer(void)const 73 CBaseEntity::GetInflictorType(void)const 74 CBaseEntity::GetInflictorID(void)const 75 CBaseEntity::IsInflictorDistance(void)const 76 CBaseEntity::OnEntityEvent(EntityEvent_t,void *) 77 CBaseEntity::CanStandOn(CBaseEntity*)const 78 CBaseEntity::CanStandOn(edict_t *)const 79 CBaseEntity::GetEnemy(void) 80 CBaseEntity::GetEnemy(void)const 81 CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float) 82 CBaseEntity::StartTouch(CBaseEntity*) 83 CBasePlayer::Touch(CBaseEntity *) 84 CBaseEntity::EndTouch(CBaseEntity*) 85 CBaseEntity::StartBlocked(CBaseEntity*) 86 CBaseEntity::Blocked(CBaseEntity*) 87 CBaseEntity::EndBlocked(void) 88 CBasePlayer::PhysicsSimulate(void) 89 CINSPlayer::UpdateOnRemove(void) 90 CBaseEntity::StopLoopingSounds(void) 91 CBaseAnimating::Teleport(Vector const*,QAngle const*,Vector const*) 92 CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t const&) 93 CBaseEntity::DoImpactEffect(CGameTrace &,int) 94 CBaseEntity::Respawn(void) 95 CBaseEntity::IsLockedByMaster(void) 96 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void) 97 CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *) 98 CBasePlayer::NetworkStateChanged_m_iHealth(void) 99 CBasePlayer::NetworkStateChanged_m_iHealth(void *) 100 CBasePlayer::NetworkStateChanged_m_lifeState(void) 101 CBasePlayer::NetworkStateChanged_m_lifeState(void *) 102 CBaseEntity::NetworkStateChanged_m_takedamage(void) 103 CBaseEntity::NetworkStateChanged_m_takedamage(void *) 104 CBaseEntity::GetDamageType(void)const 105 CBaseEntity::GetDamage(void) 106 CBaseEntity::SetDamage(float) 107 CBasePlayer::EyePosition(void) 108 CBasePlayer::EyeAngles(void) 109 CBasePlayer::LocalEyeAngles(void) 110 CBaseEntity::EarPosition(void) 111 CBasePlayer::BodyTarget(Vector const&,bool) 112 CBaseEntity::HeadTarget(Vector const&) 113 CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const 114 CBaseEntity::GetViewOffset(void) 115 CBasePlayer::GetSmoothedVelocity(void) 116 CBaseAnimating::GetVelocity(Vector *,Vector *) 117 CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**) 118 CBaseEntity::FVisible(Vector const&,int,CBaseEntity**) 119 CBaseEntity::CanBeSeen(void) 120 CBaseEntity::GetAttackDamageScale(CBaseEntity*) 121 CBaseEntity::GetReceivedDamageScale(CBaseEntity*) 122 CBaseEntity::GetGroundVelocityToApply(Vector &) 123 CBaseEntity::PhysicsSplash(Vector const&,Vector const&,float,float) 124 CBaseEntity::Splash(void) 125 CBaseEntity::WorldSpaceCenter(void)const 126 CBaseEntity::GetSoundEmissionOrigin(void)const 127 CBaseEntity::CreateVPhysics(void) 128 CBaseEntity::ForceVPhysicsCollide(CBaseEntity*) 129 CBasePlayer::VPhysicsDestroyObject(void) 130 CBasePlayer::VPhysicsUpdate(IPhysicsObject *) 131 CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo const&) 132 CBasePlayer::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(void)const 140 CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &) 141 CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *) 142 CBaseAnimating::GetStepOrigin(void)const 143 CBaseAnimating::GetStepAngles(void)const 144 CBaseEntity::NetworkStateChanged_m_fFlags(void) 145 CBaseEntity::NetworkStateChanged_m_fFlags(void *) 146 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void) 147 CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *) 148 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void) 149 CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *) 150 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void) 151 CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *) 152 CBasePlayer::NetworkStateChanged_m_flFriction(void) 153 CBasePlayer::NetworkStateChanged_m_flFriction(void *) 154 CBasePlayer::NetworkStateChanged_m_vecVelocity(void) 155 CBasePlayer::NetworkStateChanged_m_vecVelocity(void *) 156 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void) 157 CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *) 158 CBaseAnimating::GetIdealSpeed(void)const 159 CBaseAnimating::GetIdealAccel(void)const 160 CBaseAnimatingOverlay::StudioFrameAdvance(void) 161 CBaseAnimating::IsActivityFinished(void) 162 CBaseAnimating::ClampRagdollForce(Vector const&,Vector*) 163 CINSPlayer::BecomeRagdollOnClient(Vector const&) 164 CBaseAnimating::IsRagdoll(void) 165 CINSPlayer::CanBecomeRagdoll(void) 166 CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int) 167 CBaseAnimating::GetBoneTransform(int,matrix3x4_t &) 168 CBaseAnimating::SetupBones(matrix3x4_t *,int) 169 CBaseAnimating::CalculateIKLocks(float) 170 CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *) 171 CBaseAnimating::HandleAnimEvent(animevent_t *) 172 CBaseAnimating::GetAttachment(int,matrix3x4_t &) 173 CBaseAnimating::InitBoneControllers(void) 174 CBaseAnimating::GetGroundSpeedVelocity(void) 175 CBaseAnimating::Ignite(float,float,bool) 176 CBaseAnimating::Extinguish(void) 177 CBasePlayer::SetLightingOriginRelative(CBaseEntity *) 178 CBaseAnimating::SetLightingOrigin(CBaseEntity *) 179 CBaseFlex::SetViewtarget(Vector const&) 180 CBasePlayer::CreateViewModel(void) 181 CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int) 182 CBasePlayer::WantsLagCompensationOnEntity(CBasePlayer const*,CUserCmd const*,CBitVec<2048> const*)const 183 CINSPlayer::SharedSpawn(void) 184 CINSPlayer::InitialSpawn(void) 185 CBasePlayer::InitHUD(void) 186 CBasePlayer::ShowViewPortPanel(char const*,bool,KeyValues *) 187 CBasePlayer::PlayerDeathThink(void) 188 CINSPlayer::FinishDeathThink(void) 189 CINSPlayer::PreThink(void) 190 CINSPlayer::PostThink(void) 191 CINSPlayer::DamageEffect(float,int) 192 CINSPlayer::CalcDamageForceVector(CTakeDamageInfo const&) 193 CBasePlayer::OnDamagedByExplosion(CTakeDamageInfo const&) 194 CBasePlayer::BodyAngles(void) 195 CBasePlayer::BodyDirection2D(void) 196 CBasePlayer::BodyDirection3D(void) 197 CBasePlayer::HeadDirection2D(void) 198 CBasePlayer::HeadDirection3D(void) 199 CBasePlayer::EyeDirection2D(void) 200 CBasePlayer::EyeDirection3D(void) 201 CBasePlayer::FInViewCone(CBaseEntity *) 202 CBasePlayer::FInViewCone(Vector const&) 203 CBasePlayer::FInAimCone(CBaseEntity *) 204 CBasePlayer::FInAimCone(Vector const&) 205 CINSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) 206 CINSPlayer::Event_Dying(void) 207 CBasePlayer::IsFakeClient(void)const 208 CBasePlayer::UpdateName(void) 209 CINSPlayer::GetPlayerMins(void)const 210 CINSPlayer::GetPlayerMaxs(void)const 211 CINSPlayer::CalcViewRoll(QAngle &) 212 CINSPlayer::RemoveAllItems(void) 213 CBasePlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *) 214 CBasePlayer::Weapon_ShootPosition(void) 215 CINSPlayer::Weapon_Equip(CBaseCombatWeapon *) 216 CINSPlayer::Weapon_CanUse(CBaseCombatWeapon *) 217 CBasePlayer::Weapon_Switch(CBaseCombatWeapon *,bool) 218 CBasePlayer::Weapon_SwitchToNext(void) 219 CINSPlayer::Weapon_CanDrop(CBaseCombatWeapon *)const 220 CBasePlayer::Weapon_Drop(CBaseCombatWeapon *,bool,bool,Vector const*) 221 CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *) 222 CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *) 223 CINSPlayer::GetNextBestWeapon(CBaseCombatWeapon *) 224 CBasePlayer::RemoveWeapon(CBaseCombatWeapon *) 225 CINSPlayer::RemovedWeapon(CBaseCombatWeapon *) 226 CINSPlayer::RemoveAllWeapons(void) 227 CINSPlayer::UpdateClientData(void) 228 CBasePlayer::ExitLadder(void) 229 CBasePlayer::FlashlightIsOn(void) 230 CBasePlayer::FlashlightTurnOn(void) 231 CBasePlayer::FlashlightTurnOff(void) 232 CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *) 233 CINSPlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) 234 CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) 235 CBasePlayer::SetAnimation(PLAYER_ANIM) 236 CINSPlayer::ImpulseCommands(int) 237 CBasePlayer::CheatImpulseCommands(int) 238 CINSPlayer::ClientCommand(char const*) 239 CINSPlayer::StartObserverMode(int) 240 CBasePlayer::StopObserverMode(void) 241 CINSPlayer::SetObserverMode(int) 242 CBasePlayer::GetObserverMode(void) 243 CBasePlayer::SetObserverTarget(CBaseEntity *) 244 CBasePlayer::ObserverUse(bool) 245 CBasePlayer::GetObserverTarget(void) 246 CBasePlayer::FindNextObserverTarget(bool) 247 CBasePlayer::GetNextObserverSearchStartPoint(bool) 248 CINSPlayer::IsValidObserverTarget(CBaseEntity *) 249 CINSPlayer::CheckObserverSettings(void) 250 CBasePlayer::JumptoPosition(Vector const&,QAngle const&) 251 CBasePlayer::ForceObserverMode(int) 252 CBasePlayer::ResetObserverMode(void) 253 CBasePlayer::StartReplayMode(float,float,int) 254 CBasePlayer::StopReplayMode(void) 255 CBasePlayer::GetDelayTicks(void) 256 CBasePlayer::GetReplayEntity(void) 257 CBasePlayer::GetInVehicle(IServerVehicle *,int) 258 CBasePlayer::LeaveVehicle(Vector const&,QAngle const&) 259 CBasePlayer::OnVehicleStart(void) 260 CBasePlayer::OnVehicleEnd(Vector &) 261 CINSPlayer::BumpWeapon(CBaseCombatWeapon *,bool) 262 CBasePlayer::SelectLastItem(void) 263 CBasePlayer::SelectItem(int) 264 CBasePlayer::ItemPostFrame(void) 265 CBasePlayer::SetPlayerUnderwater(bool) 266 CBasePlayer::CanBreatheUnderwater(void)const 267 CBasePlayer::PlayerUse(void) 268 CBasePlayer::PlayUseDenySound(void) 269 CBasePlayer::FindUseEntity(void) 270 CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int) 271 CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *) 272 CBasePlayer::ForceClientDllUpdate(void) 273 CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool) 274 CINSPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *) 275 CBasePlayer::DoMuzzleFlash(void) 276 CINSPlayer::NoteWeaponFired(void) 277 CINSPlayer::IsProned(void)const 278 CINSPlayer::IsCrouched(void)const 279 CINSPlayer::IsStanding(void)const 280 CINSPlayer::ChangeTeam(int) 281 CINSPlayer::GetTeamID(void)const 282 CBasePlayer::GetPhysicsImpactDamageTable(void) 283 CBasePlayer::IsFollowingPhysics(void) 284 CBasePlayer::PushawayTouch(CBaseEntity *) 285 CBasePlayer::InitVCollision(void) 286 CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void) 287 CBasePlayer::GetStat(int)const 288 CINSPlayer::CommitSuicide(void) 289 CBasePlayer::IsBot(void)const 290 CBasePlayer::CalcViewModelView(Vector const&,QAngle const&) 291 CINSPlayer::ApplyPlayerView(Vector &,QAngle &,float &) 292 CINSPlayer::UpdateCollisionBounds(void) 293 CINSPlayer::INSAnim_GetActiveWeapon(void) 294 CINSPlayer::INSAnim_GetPlayerFlags(void) 295 CINSPlayer::INSAnim_InStanceTransition(void) 296 CINSPlayer::INSAnim_CurrentStance(void) 297 CINSPlayer::INSAnim_LastStance(void) 298 CINSPlayer::INSAnim_OldStance(void) 299 CINSPlayer::INSAnim_LeaningType(void) 300 CINSPlayer::AddWeapon(int,int,int) 301 CINSPlayer::GetScorer(void) 302 CINSPlayer::GetDeathMenuType(void)const