Difference between revisions of "CBaseGrenade Offset List (Counter-Strike: Source)"

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(Updated 30. July (offset change))
(Fixed typo)
 
Line 6: Line 6:
 
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.
 
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.
  
<b>Last Updated June 24 2010</b>
+
<b>Last Updated July 30 2010</b>
  
 
<pre>
 
<pre>

Latest revision as of 15:22, 30 July 2010

For use when using virtual offsets.

This is a list of CBaseGrenade 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...or guess for the CSS specific functions.

Last Updated July 30 2010

// Auto reconstructed from vtable block @ 0x00BCB140
// from "server.so", by ida_vtables.idc
0	CBaseGrenade::~CBaseGrenade()
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	CBaseGrenade::GetServerClass(void)
10	CBaseGrenade::YouForgotToImplementOrDeclareServerClass(void)
11	CBaseGrenade::GetDataDescMap(void)
12	CBaseAnimating::TestCollision(Ray_t  const&,unsigned int,CGameTrace &)
13	CBaseAnimating::TestHitboxes(Ray_t  const&,unsigned int,CGameTrace &)
14	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)
15	CBaseEntity::ShouldCollide(int,int)const
16	CBaseEntity::SetOwnerEntity(CBaseEntity*)
17	CBaseEntity::ShouldTransmit(CCheckTransmitInfo  const*)
18	CBaseEntity::UpdateTransmitState(void)
19	CBaseAnimating::SetTransmit(CCheckTransmitInfo *,bool)
20	CBaseEntity::GetTracerType(void)
21	CBaseAnimating::Spawn(void)
22	CBaseGrenade::Precache(void)
23	CBaseAnimating::SetModel(char  const*)
24	CBaseEntity::PostConstructor(char  const*)
25	CBaseEntity::PostClientActive(void)
26	CBaseEntity::ParseMapData(CEntityMapData *)
27	CBaseEntity::KeyValue(char  const*,char  const*)
28	CBaseEntity::KeyValue(char  const*,float)
29	CBaseEntity::KeyValue(char  const*,Vector  const&)
30	CBaseEntity::GetKeyValue(char  const*,char *,int)
31	CBaseAnimating::Activate(void)
32	CBaseEntity::SetParent(CBaseEntity*,int)
33	CBaseGrenade::ObjectCaps(void)
34	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)
35	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &,QAngle &)
36	CBaseEntity::DrawDebugGeometryOverlays(void)
37	CBaseAnimating::DrawDebugTextOverlays(void)
38	CBaseEntity::Save(ISave &)
39	CBaseAnimating::Restore(IRestore &)
40	CBaseEntity::ShouldSavePhysics(void)
41	CBaseEntity::OnSave(IEntitySaveUtils *)
42	CBaseAnimating::OnRestore(void)
43	CBaseEntity::RequiredEdictIndex(void)
44	CBaseEntity::MoveDone(void)
45	CBaseEntity::Think(void)
46	CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void)
47	CBaseEntity::NetworkStateChanged_m_nNextThinkTick(void *)
48	CBaseAnimating::GetBaseAnimating(void)
49	CBaseEntity::GetResponseSystem(void)
50	CBaseEntity::DispatchResponse(char  const*)
51	CBaseEntity::Classify(void)
52	CBaseEntity::DeathNotice(CBaseEntity*)
53	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)
54	CBaseEntity::GetAutoAimRadius(void)
55	CBaseEntity::GetAutoAimCenter(void)
56	CBaseEntity::GetBeamTraceFilter(void)
57	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&)
58	CBaseEntity::TraceAttack(CTakeDamageInfo  const&,Vector  const&,CGameTrace *)
59	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)
60	CBaseEntity::OnTakeDamage(CTakeDamageInfo  const&)
61	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&,Vector &,CBaseEntity*)
62	CBaseEntity::TakeHealth(float,int)
63	CBaseEntity::IsAlive(void)
64	CBaseGrenade::Event_Killed(CTakeDamageInfo  const&)
65	CBaseEntity::Event_KilledOther(CBaseEntity*,CTakeDamageInfo  const&)
66	CBaseGrenade::BloodColor(void)
67	CBaseEntity::IsTriggered(CBaseEntity*)
68	CBaseEntity::IsNPC(void)const
69	CBaseEntity::MyCombatCharacterPointer(void)
70	CBaseEntity::MyNextBotPointer(void)
71	CBaseEntity::GetDelay(void)
72	CBaseEntity::IsMoving(void)
73	CBaseEntity::DamageDecal(int,int)
74	CBaseEntity::DecalTrace(CGameTrace *,char  const*)
75	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)
76	CBaseEntity::OnControls(CBaseEntity*)
77	CBaseEntity::HasTarget(string_t)
78	CBaseEntity::IsPlayer(void)const
79	CBaseEntity::IsNetClient(void)const
80	CBaseEntity::IsTemplate(void)
81	CBaseEntity::IsBaseObject(void)const
82	CBaseEntity::IsBaseTrain(void)const
83	CBaseEntity::IsBaseCombatWeapon(void)const
84	CBaseEntity::IsWearable(void)const
85	CBaseEntity::MyCombatWeaponPointer(void)
86	CBaseEntity::GetServerVehicle(void)
87	CBaseEntity::IsViewable(void)
88	CBaseEntity::ChangeTeam(int)
89	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)
90	CBaseEntity::CanStandOn(CBaseEntity*)const
91	CBaseEntity::CanStandOn(edict_t *)const
92	CBaseEntity::GetEnemy(void)
93	CBaseEntity::GetEnemy(void)const
94	CBaseGrenade::Use(CBaseEntity *,CBaseEntity *,USE_TYPE,float)
95	CBaseEntity::StartTouch(CBaseEntity*)
96	CBaseEntity::Touch(CBaseEntity*)
97	CBaseEntity::EndTouch(CBaseEntity*)
98	CBaseEntity::StartBlocked(CBaseEntity*)
99	CBaseEntity::Blocked(CBaseEntity*)
100	CBaseEntity::EndBlocked(void)
101	CBaseEntity::PhysicsSimulate(void)
102	CBaseEntity::UpdateOnRemove(void)
103	CBaseEntity::StopLoopingSounds(void)
104	CBaseEntity::SUB_AllowedToFade(void)
105	CBaseAnimating::Teleport(Vector  const*,QAngle  const*,Vector  const*)
106	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&)
107	CBaseEntity::MakeTracer(Vector  const&,CGameTrace  const&,int)
108	CBaseEntity::GetTracerAttachment(void)
109	CBaseEntity::FireBullets(FireBulletsInfo_t  const&)
110	CBaseEntity::DoImpactEffect(CGameTrace &,int)
111	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)
112	CBaseEntity::Respawn(void)
113	CBaseEntity::IsLockedByMaster(void)
114	CBaseEntity::GetMaxHealth(void)const
115	CBaseAnimating::ModifyOrAppendCriteria(AI_CriteriaSet &)
116	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)
118	CBaseEntity::NetworkStateChanged_m_iHealth(void)
119	CBaseEntity::NetworkStateChanged_m_iHealth(void *)
120	CBaseEntity::NetworkStateChanged_m_lifeState(void)
121	CBaseEntity::NetworkStateChanged_m_lifeState(void *)
122	CBaseEntity::NetworkStateChanged_m_takedamage(void)
123	CBaseEntity::NetworkStateChanged_m_takedamage(void *)
124	CBaseEntity::GetDamageType(void)const
125	CBaseGrenade::GetDamage(void)
126	CBaseGrenade::SetDamage(float)
127	CBaseEntity::EyePosition(void)
128	CBaseEntity::EyeAngles(void)
129	CBaseEntity::LocalEyeAngles(void)
130	CBaseEntity::EarPosition(void)
131	CBaseEntity::BodyTarget(Vector  const&,bool)
132	CBaseEntity::HeadTarget(Vector  const&)
133	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const
134	CBaseEntity::GetViewOffset(void)const
135	CBaseEntity::SetViewOffset(Vector  const&)
136	CBaseEntity::GetSmoothedVelocity(void)
137	CBaseAnimating::GetVelocity(Vector *,Vector *)
138	CBaseEntity::FVisible(CBaseEntity*,int,CBaseEntity**)
139	CBaseEntity::FVisible(Vector  const&,int,CBaseEntity**)
140	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)
141	CBaseEntity::GetAttackDamageScale(CBaseEntity*)
142	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)
143	CBaseEntity::GetGroundVelocityToApply(Vector &)
144	CBaseEntity::PhysicsSplash(Vector  const&,Vector  const&,float,float)
145	CBaseEntity::Splash(void)
146	CBaseEntity::WorldSpaceCenter(void)const
147	CBaseEntity::GetSoundEmissionOrigin(void)const
148	CBaseEntity::IsDeflectable(void)
149	CBaseEntity::Deflected(CBaseEntity*,Vector &)
150	CBaseEntity::CreateVPhysics(void)
151	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)
152	CBaseEntity::VPhysicsDestroyObject(void)
153	CBaseEntity::VPhysicsUpdate(IPhysicsObject *)
154	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&)
155	CBaseEntity::VPhysicsShadowCollision(int,gamevcollisionevent_t *)
156	CBaseEntity::VPhysicsShadowUpdate(IPhysicsObject *)
157	CBaseEntity::VPhysicsCollision(int,gamevcollisionevent_t *)
158	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)
159	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)
160	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)
161	CBaseEntity::VPhysicsIsFlesh(void)
162	CBaseEntity::HasPhysicsAttacker(float)
163	CBaseEntity::PhysicsSolidMaskForEntity(void)const
164	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &,Vector &)
165	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)
166	CBaseAnimating::GetStepOrigin(void)const
167	CBaseAnimating::GetStepAngles(void)const
168	CBaseEntity::ShouldDrawWaterImpacts(void)
169	CBaseGrenade::NetworkStateChanged_m_fFlags(void)
170	CBaseGrenade::NetworkStateChanged_m_fFlags(void *)
171	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void)
172	CBaseEntity::NetworkStateChanged_m_nWaterLevel(void *)
173	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void)
174	CBaseEntity::NetworkStateChanged_m_hGroundEntity(void *)
175	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void)
176	CBaseEntity::NetworkStateChanged_m_vecBaseVelocity(void *)
177	CBaseEntity::NetworkStateChanged_m_flFriction(void)
178	CBaseEntity::NetworkStateChanged_m_flFriction(void *)
179	CBaseGrenade::NetworkStateChanged_m_vecVelocity(void)
180	CBaseGrenade::NetworkStateChanged_m_vecVelocity(void *)
181	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void)
182	CBaseEntity::NetworkStateChanged_m_vecViewOffset(void *)
183	CBaseAnimating::GetIdealSpeed(void)const
184	CBaseAnimating::GetIdealAccel(void)const
185	CBaseAnimating::StudioFrameAdvance(void)
186	CBaseAnimating::IsActivityFinished(void)
187	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)
188	CBaseAnimating::ClampRagdollForce(Vector  const&,Vector*)
189	CBaseAnimating::BecomeRagdollOnClient(Vector  const&)
190	CBaseAnimating::IsRagdoll(void)
191	CBaseAnimating::CanBecomeRagdoll(void)
192	CBaseAnimating::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)
193	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &)
194	CBaseAnimating::SetupBones(matrix3x4_t *,int)
195	CBaseAnimating::CalculateIKLocks(float)
196	CBaseAnimating::DispatchAnimEvents(CBaseAnimating*)
197	CBaseAnimating::HandleAnimEvent(animevent_t *)
198	CBaseAnimating::PopulatePoseParameters(void)
199	CBaseAnimating::GetAttachment(int,matrix3x4_t &)
200	CBaseAnimating::InitBoneControllers(void)
201	CBaseAnimating::GetGroundSpeedVelocity(void)
202	CBaseAnimating::Ignite(float,bool,float,bool)
203	CBaseAnimating::IgniteLifetime(float)
204	CBaseAnimating::IgniteNumHitboxFires(int)
205	CBaseAnimating::IgniteHitboxFireScale(float)
206	CBaseAnimating::Extinguish(void)
207	CBaseAnimating::SetLightingOriginRelative(CBaseEntity *)
208	CBaseAnimating::SetLightingOrigin(CBaseEntity *)
209	CBaseGrenade::Explode(CGameTrace *,int)
210	CBaseGrenade::Detonate(void)
211	CBaseGrenade::GetBlastForce(void)
212	CBaseGrenade::BounceSound(void)
213	CBaseGrenade::GetShakeAmplitude(void)
214	CBaseGrenade::GetShakeRadius(void)
215	CBaseGrenade::GetDamageRadius(void)
216	CBaseGrenade::SetDamageRadius(float)