Difference between revisions of "CINSPlayer Offset List (Insurgency)"

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m (Insurgency CINSPlayer offset list (SourceMM) moved to CINSPlayer Offset List (Insurgency): Removing SourceMM suffix once and for all)
m
 
Line 6: Line 6:
 
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 03 December 2007</b>
+
<b>Last Updated 07 January 2009</b>
  
 
<pre>
 
<pre>
// Auto reconstructed from vtable block @ 0x0076C480
+
// 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