Difference between revisions of "CBaseMonster (CS)"

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[[Category:CS Offset List]]
+
[[Category:CS Class List]]
  
  
* [[CBaseEntity Offset List (Counter-Strike)|CBaseEntity]]
+
* [[CBaseEntity (CS)|CBaseEntity]]
** [[CBaseDelay Offset List (Counter-Strike)|CBaseDelay]]
+
** [[CBaseDelay (CS)|CBaseDelay]]
*** [[CBaseAnimating Offset List (Counter-Strike)|CBaseAnimating]]
+
*** [[CBaseAnimating (CS)|CBaseAnimating]]
**** [[CBaseToggle Offset List (Counter-Strike)|CBaseToggle]]
+
**** [[CBaseToggle (CS)|CBaseToggle]]
***** '''CBaseMonster'''
+
***** '''CBaseMonster'''  
****** [[CBasePlayer Offset List (Counter-Strike)|CBasePlayer]]
+
****** [[CBasePlayer (CS)|CBasePlayer ''(player)'']]
****** [[CCycler Offset List (Counter-Strike)|CCycler]]
+
****** [[CCycler (CS)|CCycler]]
****** [[CDeadHEV Offset List (Counter-Strike)|CDeadHEV]]
+
****** [[CDeadHEV (CS)|CDeadHEV]]
****** [[CEnvExplosion Offset List (Counter-Strike)|CEnvExplosion]]
+
****** [[CEnvExplosion (CS)|CEnvExplosion]]
****** [[CGrenade Offset List (Counter-Strike)|CGrenade]]
+
****** [[CGrenade (CS)|CGrenade]]
****** [[CGunTarget Offset List (Counter-Strike)|CGunTarget]]
+
****** [[CGunTarget (CS)|CGunTarget]]
****** [[CTalkMonster Offset List (Counter-Strike)|CTalkMonster]]
+
****** [[CTalkMonster (CS)|CTalkMonster]]
****** [[CWreckage Offset List (Counter-Strike)|CWreckage]]
+
****** [[CWreckage (CS)|CWreckage]]
  
  
Line 27: Line 27:
 
| style="text-align:center" | +5  
 
| style="text-align:center" | +5  
 
| style="text-align:center" | Activity
 
| style="text-align:center" | Activity
| What the monster/player is doing (animation). ( See activity.h )
+
| What the monster/player is doing (animation). ( See [http://svn.tcwonline.org/viewvc.cgi/hlsdk/dlls/activity.h?view=markup&root=amxmodx animation.h] )
 
|- class="t2td"
 
|- class="t2td"
 
| m_IdealActivity
 
| m_IdealActivity
Line 34: Line 34:
 
| style="text-align:center" | +5  
 
| style="text-align:center" | +5  
 
| style="text-align:center" | Activity
 
| style="text-align:center" | Activity
| Monster/player should switch to this activity ( See activity.h )
+
| Monster/player should switch to this activity ( See [http://svn.tcwonline.org/viewvc.cgi/hlsdk/dlls/activity.h?view=markup&root=amxmodx animation.h] )
 
|- class="t2td"
 
|- class="t2td"
 
| m_LastHitGroup
 
| m_LastHitGroup
Line 67: Line 67:
 
#define CDMG_TIMEBASED 8  
 
#define CDMG_TIMEBASED 8  
 
</pawn >
 
</pawn >
 +
|- class="t2td"
 +
| -
 +
| style="text-align:center" | -
 +
| style="text-align:center" | -
 +
| style="text-align:center" | -
 +
| style="text-align:center" | -
 +
| m_rgbTimeBasedDamage is made with 8 BYTES, so it take the same place as 2 int (integer is 4 BYTES).
 
|- class="t2td"
 
|- class="t2td"
 
| m_MonsterState
 
| m_MonsterState
Line 109: Line 116:
 
| style="text-align:center" | EHANDLE
 
| style="text-align:center" | EHANDLE
 
| The entity that the monster is fighting.
 
| The entity that the monster is fighting.
 +
|- class="t2td"
 +
| -
 +
| style="text-align:center" | -
 +
| style="text-align:center" | -
 +
| style="text-align:center" | -
 +
| style="text-align:center" | -
 +
| EHANDLE takes same place as 2 int, so nothing here.
 
|- class="t2td"
 
|- class="t2td"
 
| m_hTargetEnt
 
| m_hTargetEnt
Line 116: Line 130:
 
| style="text-align:center" | EHANDLE
 
| style="text-align:center" | EHANDLE
 
| The entity that the monster is trying to reach.
 
| The entity that the monster is trying to reach.
 +
|- class="t2td"
 +
| -
 +
| style="text-align:center" | -
 +
| style="text-align:center" | -
 +
| style="text-align:center" | -
 +
| style="text-align:center" | -
 +
| EHANDLE takes same place as 2 int, so nothing here.
 
|- class="t2td"
 
|- class="t2td"
 
| m_flFieldOfView
 
| m_flFieldOfView
Line 131: Line 152:
 
| Color of blood particles.
 
| Color of blood particles.
 
|- class="t2td"
 
|- class="t2td"
| m_HackedGunPos
+
| m_HackedGunPos_x
 
| style="text-align:center" | 90
 
| style="text-align:center" | 90
 
| style="text-align:center" | 95
 
| style="text-align:center" | 95
 
| style="text-align:center" | +5  
 
| style="text-align:center" | +5  
| style="text-align:center" | Vector
+
| style="text-align:center" | Vector (original offset name is m_HackedGunPos and takes 12 BYTES in memory)
 
| Hack until we can query end of gun.
 
| Hack until we can query end of gun.
 
|- class="t2td"
 
|- class="t2td"
| m_vecEnemyLKP
+
| m_HackedGunPos_y
 +
| style="text-align:center" | 91
 +
| style="text-align:center" | 96
 +
| style="text-align:center" | +5
 +
| style="text-align:center" | ?
 +
| None.
 +
|- class="t2td"
 +
| m_HackedGunPos_z
 +
| style="text-align:center" | 92
 +
| style="text-align:center" | 97
 +
| style="text-align:center" | +5
 +
| style="text-align:center" | ?
 +
| None.
 +
|- class="t2td"
 +
| m_vecEnemyLKP_x
 
| style="text-align:center" | 93
 
| style="text-align:center" | 93
 
| style="text-align:center" | 98
 
| style="text-align:center" | 98
 
| style="text-align:center" | +5  
 
| style="text-align:center" | +5  
| style="text-align:center" | Vector
+
| style="text-align:center" | Vector (original offset name is m_vecEnemyLKP and takes 12 BYTES in memory)
 
| Last known position of enemy. (enemy's origin)
 
| Last known position of enemy. (enemy's origin)
 +
|- class="t2td"
 +
| m_vecEnemyLKP_y
 +
| style="text-align:center" | 94
 +
| style="text-align:center" | 99
 +
| style="text-align:center" | +5
 +
| style="text-align:center" | ?
 +
| None.
 +
|- class="t2td"
 +
| m_vecEnemyLKP_z
 +
| style="text-align:center" | 95
 +
| style="text-align:center" | 100
 +
| style="text-align:center" | +5
 +
| style="text-align:center" | ?
 +
| None.
 
|}
 
|}

Latest revision as of 10:34, 9 May 2012



W = Windows | L = Linux

Name W. Offset L. Offset L. Diff Type Description
m_Activity 73 78 +5 Activity What the monster/player is doing (animation). ( See animation.h )
m_IdealActivity 74 79 +5 Activity Monster/player should switch to this activity ( See animation.h )
m_LastHitGroup 75 80 +5 int The last body region that took damage.
m_bitsDamageType 76 81 +5 int What types of damage has monster (player) taken.
m_rgbTimeBasedDamage 77 82 +5 BYTE[CDMG_TIMEBASED]
#define	itbd_Paralyze		0 
#define	itbd_NerveGas		1 
#define	itbd_Poison		2
#define	itbd_Radiation		3 
#define	itbd_DrownRecover	4
#define	itbd_Acid		5
#define	itbd_SlowBurn		6
#define	itbd_SlowFreeze		7 
#define CDMG_TIMEBASED		8
- - - - - m_rgbTimeBasedDamage is made with 8 BYTES, so it take the same place as 2 int (integer is 4 BYTES).
m_MonsterState 79 84 +5 MONSTERSTATE Monster's current state.
m_IdealMonsterState 80 85 +5 MONSTERSTATE Monster should change to this state.
m_afConditions 81 86 +5 int None.
m_afMemory 82 87 +5 int None.
m_flNextAttack 83 88 +5 float Cannot attack again until this time.
m_hEnemy 84 89 +5 EHANDLE The entity that the monster is fighting.
- - - - - EHANDLE takes same place as 2 int, so nothing here.
m_hTargetEnt 86 91 +5 EHANDLE The entity that the monster is trying to reach.
- - - - - EHANDLE takes same place as 2 int, so nothing here.
m_flFieldOfView 88 93 +5 float Width of monster's field of view. ( dot product )
m_bloodColor 89 94 +5 int Color of blood particles.
m_HackedGunPos_x 90 95 +5 Vector (original offset name is m_HackedGunPos and takes 12 BYTES in memory) Hack until we can query end of gun.
m_HackedGunPos_y 91 96 +5 ? None.
m_HackedGunPos_z 92 97 +5 ? None.
m_vecEnemyLKP_x 93 98 +5 Vector (original offset name is m_vecEnemyLKP and takes 12 BYTES in memory) Last known position of enemy. (enemy's origin)
m_vecEnemyLKP_y 94 99 +5 ? None.
m_vecEnemyLKP_z 95 100 +5 ? None.